Might & Fealty Community

Gameplay => General Discussion => Topic started by: Tom on February 16, 2014, 12:05:39 PM

Title: Ongoing Statistics
Post by: Tom on February 16, 2014, 12:05:39 PM
In this topic, I will occasionally post statistics, just for the fun of it.
Title: Re: Ongoing Statistics
Post by: Tom on February 16, 2014, 12:05:49 PM
 Statistics
Title: Re: Ongoing Statistics
Post by: Tom on February 16, 2014, 12:09:36 PM
(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=192)
Title: Re: Ongoing Statistics
Post by: Tom on February 20, 2014, 09:10:17 AM

Statistics

    46 registered users
    215 characters created
    23 heraldic crests registered
    6183 buildings constructed
    79 features constructed
    68 roads constructed
    10655 soldiers recruited
    930 recruits in training
    769 entourage recruited
    175 trade deals made
    15 realms founded
    926537 peasant population
    927306 total world population

Title: Re: Ongoing Statistics
Post by: Tom on February 20, 2014, 09:14:30 AM
look at this:
(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=198)
Title: Re: Ongoing Statistics
Post by: De-Legro on February 20, 2014, 10:49:48 AM
look at this:
(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=198)


We of the Isles are definitely on island time.
Title: Re: Ongoing Statistics
Post by: Tom on February 20, 2014, 12:32:47 PM
We of the Isles are definitely on island time.

Also, instead of 1 large and 2 small realms, it seems we have 1 small and 2 large realms. :-)
Title: Re: Ongoing Statistics
Post by: De-Legro on February 20, 2014, 12:37:53 PM
Also, instead of 1 large and 2 small realms, it seems we have 1 small and 2 large realms. :-)


Well I think its fair to say that more people are interested in playing in the northern culture.
Title: Re: Ongoing Statistics
Post by: Tom on February 22, 2014, 02:53:55 AM
A different number for tonight, because I've just crossed the 200,000 lines-of-code added mark. Here's how much work Might & Fealty was until now:

(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=200)
Title: Re: Ongoing Statistics
Post by: Tom on February 23, 2014, 09:04:22 AM

Statistics

    49 registered users
    233 characters created
    24 heraldic crests registered
    6297 buildings constructed
    127 features constructed
    117 roads constructed
    11330 soldiers recruited
    921 recruits in training
    1328 entourage recruited
    259 trade deals made
    18 realms founded
    921627 peasant population
    922955 total world population

Title: Re: Ongoing Statistics
Post by: Andrew on February 23, 2014, 09:25:29 AM
I think I look forward to new stats updates more than I should, to be quite honest. Interesting how the world population has dropped though. I suppose that's the cost of industry.
Title: Re: Ongoing Statistics
Post by: Tom on February 23, 2014, 10:35:51 AM
There are several reasons for that, one being that independent settlements also auto-construct things, but those outside the map (the parts of the map that cannot be travelled to) are currently frozen, so they have people assigned to production but the production doesn't progress and they don't get the benefits of, say, mills.

Also because a few bonus effects I plan to add are not yet done. I want to reward trade with a "variety" bonus and I want to add something that represents that a palisade and a few guards also reduce the amount of crops and livestock lost to bandits and wild animals.
Title: Re: Ongoing Statistics
Post by: Tom on February 23, 2014, 11:21:10 AM
I actually intend to integrate statistics into the game, but a) it's not yet done and b) it will require entourage and/or buildings so nobody is there yet, anyways.
Title: Re: Ongoing Statistics
Post by: Tom on February 23, 2014, 01:29:36 PM
I've also posted a current realm map here:

https://www.facebook.com/MightAndFealty?hc_location=timeline
Title: Re: Ongoing Statistics
Post by: Tom on February 24, 2014, 01:05:04 PM
Today's realm statistics:

(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=202)


I am also currently re-working the global game statistics and adding more detailed statistics into the game. It will take a day or two until they have gathered data, so there's nothing to show at this time.

However, one thing I am very excited about is that I will have statistics about realm/settlement ownerships. Or, in other words, I will be able to trace realms through time and see them grow and shrink, much like the BM histories, except that it is actual data and not just images. So, for example, I could ask and answer questions such as "during the past year, how much in % did this settlement belong to which realm?".
Title: Re: Ongoing Statistics
Post by: Tom on February 25, 2014, 07:24:52 AM
Today I am going to give you a sneak preview of in-game statistics. This is actually live right now, but only in my admin backend. Obviously, bringing it in-game will require reworking it a bit so it fits the atmosphere. You will notice it resembles the old ones I posted, but some of the numbers are changed a bit. And yes, the graph is just one, in the live version, click on any of the lines will bring up a graph just like that with historic data. There's only 4 data points because I only started gathering statistics at turn 48, but these graphs will be really interesting in a few weeks:

(https://dl.dropboxusercontent.com/u/9638874/maf/stats.png)
Title: Re: Ongoing Statistics
Post by: Tom on February 26, 2014, 12:15:00 PM
Todays statistics, with a graphical view of building construction, which is still going strong, an indicator that lots of settlements are still in the building-up phase:

(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=204)
Title: Re: Ongoing Statistics
Post by: Andrew on February 26, 2014, 12:18:00 PM
Dang, peasant population jumped by 6k? Also, appears to have been a glitch in yesterdays with the buildings/features/roads counts.
Title: Re: Ongoing Statistics
Post by: Tom on February 26, 2014, 05:02:27 PM
Dang, peasant population jumped by 6k? Also, appears to have been a glitch in yesterdays with the buildings/features/roads counts.

There was, but only in the display, the statistics in the database are correct.
Title: Re: Ongoing Statistics
Post by: Mookzen on February 26, 2014, 07:09:19 PM
The stats, they are beautiful. Considering I happen to have some quantitative statistics experience, it could be fun to have a go at the data with SPSS sometime in the future if its easily exportable.
Title: Re: Ongoing Statistics
Post by: Tom on February 26, 2014, 11:24:46 PM
Yes, as I said before: Once a few weeks have passed, things will be interesting from a statistical perspective.
Title: Re: Ongoing Statistics
Post by: Finton on February 27, 2014, 12:58:06 PM
I was wondering if it would be possible to get statistics on how many players control how many settlements, divided by realm? For instance, 2 players control 10 settlements, 1 controls 9 settlements, 4 control 8 settlements, etc.
Title: Re: Ongoing Statistics
Post by: Tom on February 27, 2014, 02:02:28 PM
that's probably easy with some SQL magic, yes.
Title: Re: Ongoing Statistics
Post by: Tom on March 01, 2014, 06:22:20 PM
Probably the last time I am posting this because we are now entering competitive play. The status of our Guided Start realms at the moment of public launch:

(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=212)
Title: Re: Ongoing Statistics
Post by: Tom on March 06, 2014, 11:38:52 AM
Something to show how much growth can be accomplished in the game. Here is a visual graph of the largest settlements in the game, and the last row shows the average settlement size:

(http://forum.mightandfealty.com/index.php?action=dlattach;topic=2254.0;attach=230)
Title: Re: Ongoing Statistics
Post by: Andrew on March 07, 2014, 03:28:37 AM
So, by realm affiliation thats...

Title: Re: Ongoing Statistics
Post by: Tom on March 07, 2014, 07:57:30 AM
So, by realm affiliation thats...

Hehe, yes. Next time, should I colour-code it by realm? ;-)
Title: Re: Ongoing Statistics
Post by: Huntsmaster on March 07, 2014, 05:51:17 PM
Hehe, yes. Next time, should I colour-code it by realm? ;-)


Sounds good.  8)
Title: Re: Ongoing Statistics
Post by: Mookzen on March 08, 2014, 12:09:03 PM
Honestly, I can't keep up with Lakehold anymore without external input of food so Taiwarow is out of the 'race' pretty much. Still I was surprised to see that almost everyone went for the 'multiple average sized settlements' approach so far. Also, feeder settlements in general are not much fun the gameplay interaction is limited to a binary state of the beneficial 'feeding' or detrimental 'not feeding' with nothing else going on whatsoever and trying to strike a balance between developing a settlement and sending off a significant amount of supplies is a soul-crushing experience. In any casse, I understand it's a matter of a lot of settlements contributing a little bit but that requires a good dose of diplomacy, which is a challenge and that is good I suppose.
Title: Re: Ongoing Statistics
Post by: Tom on March 08, 2014, 01:05:01 PM
Part of that is intentional design. Most people will want to rule a bit more than just a feeder settlement, so they will look for a balance, develope some parts of it, and that is going to be a challenge to juggle everything. I hope that it is going to be an interesting challenge for a specific kind of player.
Title: Re: Ongoing Statistics
Post by: Mookzen on March 08, 2014, 01:38:42 PM
It is good that the game balance as it stands allows for almost every settlement to send at least 50 food away without dooming it to a feeding function fully.
Title: Re: Ongoing Statistics
Post by: cenrae on March 08, 2014, 09:22:28 PM
At what point does population start to drop? -1 food or experiencing minor foods shortage?
Title: Re: Ongoing Statistics
Post by: Mookzen on March 08, 2014, 09:36:15 PM
It won't drop from -1 due to rounding or maybe you will eventually lose the one guy who doesn't get his daily bread but generally the process starts from -1 but it will take a long time to drop with low negative numbers. Obviously the higher the shortage the faster it drops, if its like -500 or something expect to lose a couple of hundred people every turn, on the other hand you can sit at -50 for many turns and hardly notice, it depends on a number of things and as every region is unique in terms of yields there is no set forumula.
Title: Re: Ongoing Statistics
Post by: Tom on March 08, 2014, 10:35:30 PM
Actually, there is a set formula. Due to rounding, however, it plays out slightly differently each day, region or moon phase.

There is a certain tolerance level built-in, so population won't immediately drop with tiny deficits (people can eat one slice of bread less a day for a long time).
Title: Re: Ongoing Statistics
Post by: Tom on March 09, 2014, 09:29:03 AM
I wonder when the Might & Fealty housing bubble will burst and we get a financial crisis... construction is still going strong on all counts.
 (the small spikes you see are due to turns being bugged)
 
 From top to bottom: buildings, features, roads.

(https://scontent-a-fra.xx.fbcdn.net/hphotos-ash3/t31/q80/s720x720/1658221_608060249287326_1003575731_o.jpg)
Title: Re: Ongoing Statistics
Post by: Tom on March 10, 2014, 11:12:50 AM
A sneak preview of what is coming soon, provided you have the right buildings (TBD which one, might be University):
 
 The global statistics are nice, but the game actually records statistics for realms and even every single settlement, too. So you can see the rise and fall of the great powers, or you can see how a settlement grows and shrinks over time.
 
 Yes, one of these days you can get a time graph of data down to the settlement level, because it is all being recorded already.

(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/t31/q81/s720x720/1658378_608807529212598_543277315_o.jpg)
Title: Re: Ongoing Statistics
Post by: Andrew on March 10, 2014, 11:34:52 AM
Area (in sq km?) of the Fading Isles as diplayed over the number of days. Huh. Lord I hope it's not university though, I'll never be able to see it.
Title: Re: Ongoing Statistics
Post by: Valast on March 13, 2014, 06:33:45 PM
Three days with no new stats... I am dieing.  Dead.  Croak...  ::)
Title: Re: Ongoing Statistics
Post by: Tom on March 19, 2014, 01:44:01 AM
War... war never changes...

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/t31.0-8/10006060_612896942136990_1909566311_o.png)
Title: Re: Ongoing Statistics
Post by: Iituem on March 19, 2014, 02:25:19 AM
Oh, I beg to differ!  War in the past clearly involved a much higher proportion of heavy infantry!  :D
Title: Re: Ongoing Statistics
Post by: Alumaani on March 19, 2014, 12:29:43 PM
I dont understand this chart...what does it mean?

BTW...this is by far my favourite thread :)
Title: Re: Ongoing Statistics
Post by: LGMAlpha on March 19, 2014, 12:38:25 PM
I dont understand this chart...what does it mean?

BTW...this is by far my favourite thread :)


I think this is the breakdown of soldiers participating in battles.
Title: Re: Ongoing Statistics
Post by: Tan dSerrai on March 19, 2014, 02:09:17 PM
Thought so as well - but either the vertical graph is off (4000 participants?...uhm...no) or it means something different. Though I agree that its likely that it has _something_ to do with battles, not with overall strength of realms.

Yes, moarrr stats!
Title: Re: Ongoing Statistics
Post by: Bubba on March 19, 2014, 02:26:40 PM
Heh. It's like a Rosetta Stone, you could say.
Title: Re: Ongoing Statistics
Post by: Tom on March 19, 2014, 02:50:40 PM
Yes, this is what it means. It is total participants in total battles. I'm still working on it so it might be counting some twice or so, I'm not 100% certain.
Title: Re: Ongoing Statistics
Post by: Bubba on March 19, 2014, 07:40:09 PM
No, take me seriously when I say that your graph is correct. That is exactly how it should look.
Title: Re: Ongoing Statistics
Post by: Tom on March 20, 2014, 12:21:20 PM
Current world distribution of troop types. That "rabble" is mostly the militia of unowned settlements, i.e. those in still blocked areas of the map.

(https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1456782_613536898739661_264378227_n.png)
Title: Re: Ongoing Statistics
Post by: Tom on April 25, 2014, 01:05:25 PM
Been a long time since I posted here.

Well, here's something I made for fun:

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/10245389_631861480240536_8093482487891933794_n.png)


A graph of the soldier experience distribution. It shows how many soldiers have how much experience.
 
 As expected, it falls towards the more experience, but experience also grants a higher chance to survive, shown in the fact that there's a minimum point and once soldiers have crossed it, they are actually more likely to survive more battles.
 
 That was not intentionally coded in as an effect, it is simply the result of the various factors interacting.
 
 Attention: Logarithmic Y axis!
Title: Re: Ongoing Statistics
Post by: Stonedman on May 02, 2014, 02:56:27 PM
interesting to see how many troops are up in the very high experience levels.
 
Considering how few battles had been taking place, that's obviously not through actual "war"
Title: Re: Ongoing Statistics
Post by: Tan dSerrai on May 02, 2014, 03:16:18 PM
Yes, I'd be interested in this question as well. (Yes, I am aware of the logarithmic scale of that statistic)

With the recent heavy fighting in Rathgar, those of my chars who fought several larger battles now have a good number of soldiers in the 15-25 range....I have some having reached 30 but I doubt I have a single warrior with an experience of 40. Note that this progression 'feels' right - I assume that a warrior having reached 60 experience would be a veteran of 15 significant battles...
Title: Re: Ongoing Statistics
Post by: Stonedman on May 02, 2014, 03:30:30 PM
what gear were your medium infantry using Tan?


Your :
32 heavy infantry 29 light infantry 67 archers 116 medium infantry 13 cavalry 5 nobles
absolutely annihalated my :
41 archers 70 medium infantry 93 light infantry 3 rabble 12 nobles


which considering the advantage i had in nobles was rather surprising.


You acheived :
22 enemies killed 33 enemies wounded
34 enemies killed 49 enemies wounded
6 enemies wounded 1 enemy noble captured
32 enemies were killed
2 enemies wounded 2 enemies killed


I only got
1 enemy killed
17 enemies wounded 19 enemies killed
9 enemies killed
1 enemy killed


Extremely one sided battle.
Especially considering i had 12 nobles to your 5.
A lot of my troops that died had like 15-25 exp already from previous battles.





Title: Re: Ongoing Statistics
Post by: Tom on May 03, 2014, 01:14:52 PM
Yes, I'd be interested in this question as well. (Yes, I am aware of the logarithmic scale of that statistic)

Keep in mind that I keep tuning the game almost every day. Experience was significantly easier to gain earlier than now.
Title: Re: Ongoing Statistics
Post by: Iituem on May 20, 2014, 01:54:55 PM
I'm curious if you have access to this stat - what are the top few regions for population density?  Bastard's Cloak is enjoying a cool 150 person/square mile density right now, although that's only doable because it's a coastal grassland with lots of imported food, and I'm curious how distant from the norm that is.

Edit:  For comparison, Lakehold (biggest town in the world?) has a population density of only 100, but that's due to having more land - half of the Cloak's "region" is sea.
Title: Re: Ongoing Statistics
Post by: Tom on May 20, 2014, 02:56:53 PM
Even if I don't have it, it is always easy to generate:

Top 10 population density (people per square km, I think)
Code: [Select]
        name         | density
---------------------+---------
 Kidijex             |      74
 Taiwarow            |      67
 Hilmebana           |      66
 Sailovis            |      58
 Akaexin             |      47
 Jeurolos            |      42
 Kailmamont d'Sakkan |      40
 Bastard's Cloak     |      40
 Valmems             |      39
 Port Tempus         |      39

Title: Re: Ongoing Statistics
Post by: Andrew on May 20, 2014, 04:02:54 PM
It's not square km. Port Tempus is 13.8 sq mi, which is 35.74 sq km, and that gives something like 51.6 people per sq km.

Unless it's doing square nautical miles on the settlement info page, in which case it's something like 72.2 people I think per sq km.

Someone more mathematical than me get in here and figure out what unit his numbers are in. All I can figure is that it's supposed be 47.3 square somethings, if 39 is in fact the correct density. (1846 people / 39 sq units = x people per sq units)

Edit: Fair warning, I could just be sucking at maths.
Title: Re: Ongoing Statistics
Post by: Andrew on May 20, 2014, 04:16:53 PM
Took another swipe at this. there are 1846 people in Port Tempus. It's 13.8 sq mi. The manual states all miles are nautical miles. That gives us 47.3 sq km. And that divdes out into 39 people per sq km.

So yes. It's square kilometers, and I'm way worse at math than I used to be. I blame the use of square nautical miles in calculations. That or google.
Title: Re: Ongoing Statistics
Post by: Iituem on May 20, 2014, 05:35:42 PM
Kidijex has a thousand people and four square miles of arable land.  The king of all fishing villages has been found!  Taiwarov, on the other hand, is a testament to the sheer power of the Moorkhani - 3500 people and 15.5 square miles.


Hilmebana boasts a mere 700-ish people, but on an even more mere 3.3 sq miles. 
Title: Re: Ongoing Statistics
Post by: Tom on May 20, 2014, 06:02:33 PM
Yeah, my map generator should probably take area sizes into account. :-/
Title: Re: Ongoing Statistics
Post by: Tom on May 25, 2014, 11:10:40 AM
I'm very happy about this graph:

(https://scontent-a-fra.xx.fbcdn.net/hphotos-ash3/t31.0-8/10258589_647530582006959_1157750028982385459_o.png)


It shows that we are finally entering a game phase dominated by conflict and battle. As you can see, even though the Rathgar / EI war is over, there is no shortage of conflict. When I find time, I'll make a geographical analysis and get a heatmap of battles over the past week or so so see if conflict is fairly evenly distributed or concentrated.

Title: Re: Ongoing Statistics
Post by: Alumaani on May 25, 2014, 11:53:25 AM
Is experience capped?  I notice a lot of people grinding troops and whilst I don't object, im wondering if I should get in on the act?  I mean if I face 100 Troops with 1000 experience against my 1000 troops with 23 experience, who's winning?
Title: Re: Ongoing Statistics
Post by: De-Legro on May 25, 2014, 12:08:23 PM
Is experience capped?  I notice a lot of people grinding troops and whilst I don't object, im wondering if I should get in on the act?  I mean if I face 100 Troops with 1000 experience against my 1000 troops with 23 experience, who's winning?


I know Tom said the advantage of experience tapers off after a while. I think there are big gains at the start up to 20 or 30 experiance, but after that the differences become much less pronounced.
Title: Re: Ongoing Statistics
Post by: Tom on May 25, 2014, 02:37:36 PM
Is experience capped?

Yes and no.

Experience per se is not capped. You can have a soldier with 5000 xp.

The effects of experience is capped. No amount of experience can make your soldier more than about twice as powerful as he'd be with 0 experience. It also doesn't work linearily. Early XP is worth a lot, then decreasingly so. To get to that maximum point, you need a LOT of experience. We're talking from somewhere between a couple hundred xp to several thousand xp.
Title: Re: Ongoing Statistics
Post by: Alumaani on May 25, 2014, 08:14:15 PM
Will soldiers die in the future?  After say 50 years?
Title: Re: Ongoing Statistics
Post by: Tom on May 26, 2014, 01:06:30 AM
Will soldiers die in the future?  After say 50 years?

Ask me again in 10 years. :-)
Title: Re: Ongoing Statistics
Post by: kellaine on May 26, 2014, 01:43:16 AM
I'm very happy about this graph:

(https://scontent-a-fra.xx.fbcdn.net/hphotos-ash3/t31.0-8/10258589_647530582006959_1157750028982385459_o.png)


It shows that we are finally entering a game phase dominated by conflict and battle. As you can see, even though the Rathgar / EI war is over, there is no shortage of conflict. When I find time, I'll make a geographical analysis and get a heatmap of battles over the past week or so so see if conflict is fairly evenly distributed or concentrated.


I know that many of the battles are in D`hara... lol

Title: Re: Ongoing Statistics
Post by: Tom on May 26, 2014, 02:10:38 AM
I know that many of the battles are in D`hara... lol

The graph does not show number of battles, it shows number of soldiers involved in battles. So unless you have not only many, but also many large battles...

No, right now there is a lot of war all around. FI broke apart, I don't know what's going on inside ex-Rathgar, then D'hara, and at the southern edges of the Imperium, sleeper settlements are being taken by force.
Title: Re: Ongoing Statistics
Post by: De-Legro on May 26, 2014, 02:15:40 AM
The graph does not show number of battles, it shows number of soldiers involved in battles. So unless you have not only many, but also many large battles...

No, right now there is a lot of war all around. FI broke apart, I don't know what's going on inside ex-Rathgar, then D'hara, and at the southern edges of the Imperium, sleeper settlements are being taken by force.


Battles upon my island are mostly winding down. One raider has been captured, 2 others have had most of their forces destroyed (I think, wounded troops always make these estimations difficult for me). Bahan d'Shandar and William Ogren are the last two known raiders with significant troops left. The White Companies war against Red Forest is also quiet at the moment, I suspect both sides are busy preparing to renew hostilities.
Title: Re: Ongoing Statistics
Post by: Stonedman on May 26, 2014, 04:48:06 AM
No battles in Rathgar at the moment, we are at the Thing, and thus no fighting.
After the Thing, i'm sure something will happen, in our own time. And it will likely be bigger than the rest of the battles being fought in the world, don't worry we'll get there.
Title: Re: Ongoing Statistics
Post by: Tom on May 26, 2014, 08:41:30 AM
don't worry we'll get there.

Sorry, after hearing the same promise for three months in different varieties, I'll believe it when I see it.
Title: Re: Ongoing Statistics
Post by: Mookzen on May 26, 2014, 10:45:15 AM
Sorry, after hearing the same promise for three months in different varieties, I'll believe it when I see it.

Really ? We're still on that page ?
Title: Re: Ongoing Statistics
Post by: Stonedman on May 26, 2014, 01:42:20 PM
we already had a war, you just don't recognise it as "big enough"
so we fulfilled our promise already :)


Do you have a graph showing the relative strengths of each Major Realm? That could be interesting to see in terms of how the balance is in the game?
Title: Re: Ongoing Statistics
Post by: Tom on May 26, 2014, 02:03:11 PM
Do you have a graph showing the relative strengths of each Major Realm? That could be interesting to see in terms of how the balance is in the game?

Yes, of course I do. You'll understand that I don't post some of those statistics, but I have pretty much everything you can imagine.
Title: Re: Ongoing Statistics
Post by: Stonedman on May 26, 2014, 02:07:51 PM
obviously to an extent yeah.
But in the current situation maybe it will help the large militaries pick more appropriate targets.
Maybe just have the top 5-10 named, and the rest just the bar showing numbers, but not name?
Title: Re: Ongoing Statistics
Post by: De-Legro on May 26, 2014, 02:31:00 PM
obviously to an extent yeah.
But in the current situation maybe it will help the large militaries pick more appropriate targets.
Maybe just have the top 5-10 named, and the rest just the bar showing numbers, but not name?


Um its not hard. Send a smallish force, see what the military response is and reply in kind. There is no requirement to go using your entire military in every situation.
Title: Re: Ongoing Statistics
Post by: Stonedman on May 26, 2014, 03:51:28 PM
i doubt very few or anyone does use their entire military against anyone.
But 20% of X's military be 100% of someone elses, so how do they gauge it as appropriate or not?
People want the bigger forces to start fighting eachother. We know who the biggest 3 are, but that only helps those 3 assess.
Anyway, it's just me, i'm nosy by nature and like to know lots of different details and facts about things, and currently i can't find out what i want to know which is a little frustrating hehe.
Title: Re: Ongoing Statistics
Post by: Igelfeld on May 26, 2014, 06:16:59 PM
Is experience capped?  I notice a lot of people grinding troops and whilst I don't object, im wondering if I should get in on the act?  I mean if I face 100 Troops with 1000 experience against my 1000 troops with 23 experience, who's winning?


Honestly, I could be one of the characters you are accusing of 'grinding'. The problem is, I simply cannot get some characters out of the settlements I've taken from them.
Title: Re: Ongoing Statistics
Post by: De-Legro on May 26, 2014, 10:51:40 PM
i doubt very few or anyone does use their entire military against anyone.
But 20% of X's military be 100% of someone elses, so how do they gauge it as appropriate or not?
People want the bigger forces to start fighting eachother. We know who the biggest 3 are, but that only helps those 3 assess.
Anyway, it's just me, i'm nosy by nature and like to know lots of different details and facts about things, and currently i can't find out what i want to know which is a little frustrating hehe.

It could well be. To establish that you can either go scouting through their lands (that's right there was a reason Alexios volunteered to be diplomat for the isles) or just watch the early battles and adjust your response accordingly.
Title: Re: Ongoing Statistics
Post by: Stonedman on May 26, 2014, 11:11:46 PM
Scouting through anothers lands or watching for battles etc etc is i'm sorry to say, too much effort just for me to ensure i don't overwhelm someone else. If i choose to commit eg 10% of my forces then IMHO I am taking reasonable precautions.
In the current state where people feel things are imbalanced, I think it would be good to make an exception and show how the balance falls, so that educated decisions can be made by people with extremely large armies.
Perhaps in the future, what we can get is approximate roumers through inns ?? after all wouldn't travelling bards and suchlike congregate there.
These rumours should not show details information, but eg we could ask about XXXX Realm and hear back that XXXX Realm has a tiney / small / medium / large / huge army or something like that?
Title: Re: Ongoing Statistics
Post by: Alumaani on May 29, 2014, 01:22:16 AM

Honestly, I could be one of the characters you are accusing of 'grinding'. The problem is, I simply cannot get some characters out of the settlements I've taken from them.


The word accusing implies a negative to the action which is not my perception of it.  I set up an academy for battles and experience gaining so please don't feel I'm criticising as I'm certainly not!
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on May 29, 2014, 03:37:46 AM
This thread is addictive. Can't wait for more graphs to show up!
Title: Re: Ongoing Statistics
Post by: Tom on May 29, 2014, 03:21:49 PM
This thread is addictive. Can't wait for more graphs to show up!

Tell me what you're interested in, because I'm getting tired of posting the same things.
Title: Re: Ongoing Statistics
Post by: Gustav Kuriga on May 29, 2014, 03:33:12 PM
How about player retention per realm? Food production, metal production, the geographic heat map you said you might do for battles.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on May 29, 2014, 03:42:26 PM
What is the most religiously active center (most religious buildings), most scholarly (university-like stuffs), greatest fortress, ...


It'd be nice to let our IC character hear rumours about the great centers of civilisation, and add it as flavour for RP'ing.




"Not even the mighty walls of Eskuldor would be able to withstand the mighty host we have gathered here today!"
Title: Re: Ongoing Statistics
Post by: Valast on May 29, 2014, 04:24:35 PM
Updated battles heat map.  Trade map. World population.
Title: Re: Ongoing Statistics
Post by: Stonedman on May 29, 2014, 07:08:36 PM
concentration of troops per settlement?
top 10-15 settlements by population / development?
Title: Re: Ongoing Statistics
Post by: Mookzen on May 29, 2014, 07:44:49 PM
I find heat-maps of various statistics to be most entertaining.
Title: Re: Ongoing Statistics
Post by: Tan dSerrai on May 30, 2014, 01:10:02 PM
Heatmap for population gain (over the last 3 ig months?) and loss.
Title: Re: Ongoing Statistics
Post by: De-Legro on May 30, 2014, 01:54:50 PM
Some trade statistics. Total quantities of each resource traded. A heat amp showing the area's of highest trade volume.
Title: Re: Ongoing Statistics
Post by: Gustav Kuriga on May 30, 2014, 08:14:03 PM
A heatmap of the heatmaps...
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on May 30, 2014, 08:23:21 PM
A heatmap of the average temperatures and moisteness of the different regions? This is all hidden data (and in the manual you saud you have itall written somewhere) so we can see why some regions produce more/less and can do better Rp's (...the wet ground prevented the heavy cavalry from using their characteristical full-out charges...)
Title: Re: Ongoing Statistics
Post by: Tom on May 31, 2014, 09:22:44 AM
A few numbers today, because we crossed a few interesting numbers the past few days:
It's become quite a nice game-world. If you think that a million isn't much, you think in modern terms. One million is what historians believe the population of England was in 1086.
Title: Re: Ongoing Statistics
Post by: Tom on May 31, 2014, 09:37:01 AM
And here is the humidity map that was requested:


(https://scontent-b-fra.xx.fbcdn.net/hphotos-xpf1/t1.0-9/10348613_719455388117468_3864963061345789626_n.png)
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on May 31, 2014, 11:34:17 AM
That's interesting. A friend of mine wanted to create a Mongol-like realm, but he had no idea where to begin. A dry, plain area where he could create dozens of mounted archers, but his subscription ended before he could do much, and returned to BM. ON a sidenote, this looks quite interesting. Ascalon is quite wet.
Title: Re: Ongoing Statistics
Post by: Igelfeld on June 01, 2014, 07:05:32 PM
Snow capped mountains to the north, a cool sea breeze and low humidity... Gosh, Ariamis sound idyllic!  ::)   But the Appala Mountains have to be hell to travel through.
Title: Re: Ongoing Statistics
Post by: Iituem on June 01, 2014, 07:14:45 PM
There's at least one party of adventurers trying to cross it now.  Hopefully they'll roleplay the trip well.  :D
Title: Re: Ongoing Statistics
Post by: Andrew on August 19, 2014, 04:31:20 PM
It's been a while (nearly 3 months) since we had something statistic-y, so here's a chart I made by hand (excel), mostly to satisfy my own curiosity.

It's sorted by largest number of estates first. And for the Grand Fate (because they average about 1 noble per square league) that reads 139 nobles, 140 square leagues. Yes, Size = Square Leagues, rounded to the nearest full league.

If you're interested, I'm thinking about posting a breakdown of some of the largest realm's sub-realms as well, but not sure which realms to include. I can also do one for baseline commoner population as well (as I gathered those numbers at the same time as this).
Title: Re: Ongoing Statistics
Post by: Valast on August 19, 2014, 05:12:27 PM
Nice one!

I really like the stats that get posted here.  Think we need a weekly stat just to appease us.
Title: Re: Ongoing Statistics
Post by: Andrew on September 13, 2014, 01:57:17 PM
And here's one for mid-September.

With Westerness rejoining the Erstes Imperium, the Imperium is now the largest realm in the game measured by estates, size, and nobles. The Grand Fate still holds the lead in population though, likely due to their acquisition of Ras Igilgili (formerly a part of the Fading Isles).

In other news, the number of Major Realms has fallen from 29 to 25. Oh, and I've included population on this one as well, measured by thousands
Title: Re: Ongoing Statistics
Post by: Gustav Kuriga on September 13, 2014, 08:27:19 PM
And here's one for mid-September.

With Westerness rejoining the Erstes Imperium, the Imperium is now the largest realm in the game measured by estates, size, and nobles. The Grand Fate still holds the lead in population though, likely due to their acquisition of Ras Igilgili (formerly a part of the Fading Isles).

In other news, the number of Major Realms has fallen from 29 to 25. Oh, and I've included population on this one as well, measured by thousands

While Westerness is probably well populated, the rest of Erstes Imperium has a large percentage of slumberblight. Not that the other realms don't, but from what I've heard the issue is worse there than in other realms.
Title: Re: Ongoing Statistics
Post by: Valast on December 04, 2014, 08:32:04 PM
It would be really cool to get a Christmas gift in the form of some heat maps and statistics...   :)
Title: Re: Ongoing Statistics
Post by: Theronna on December 05, 2014, 10:34:02 AM
And here is the humidity map that was requested:


(https://scontent-b-fra.xx.fbcdn.net/hphotos-xpf1/t1.0-9/10348613_719455388117468_3864963061345789626_n.png)


For some reason. I can't see this Map. When i try to open it. The map doesn't exist.
Title: Re: Ongoing Statistics
Post by: Tom on December 08, 2014, 11:21:09 PM
I can probably make some if I find a bit of time. What would you like to see?
Title: Re: Ongoing Statistics
Post by: Valast on December 09, 2014, 03:02:10 PM
I like reading the numbers also.  Peasant population, soldiers count.  An updated density map would be cool, to compare it to the one from months ago.  Thats just me, what does everyone else like to see?
Title: Re: Ongoing Statistics
Post by: Tan dSerrai on December 09, 2014, 03:45:52 PM
...yay, graphs and maps! Especially maps!

a character density map....maybe traderoutes (number of goods being sent)....a 'heatmap' of battles - or a heatmap of soldiers slain in battle. A map showing which estates change hands most often and which never.

I'd be most interested in the 'soldiers lost in battle' heatmap.
Title: Re: Ongoing Statistics
Post by: Theronna on December 09, 2014, 04:03:01 PM
...yay, graphs and maps! Especially maps!

a character density map....maybe traderoutes (number of goods being sent)....a 'heatmap' of battles - or a heatmap of soldiers slain in battle. A map showing which estates change hands most often and which never.

I'd be most interested in the 'soldiers lost in battle' heatmap.


Could we get the most often traveled/busy regions? If such a thing is possible.
I would be interested to see where there is most activity.
Title: Re: Ongoing Statistics
Post by: Tom on December 09, 2014, 07:41:08 PM
Heatmap of ownership changes, that was a new idea and I liked it. Was a little tricky to get it done, but here it is:

(https://scontent-b-ams.xx.fbcdn.net/hphotos-xpf1/t31.0-8/10628815_756775214415828_7737455756704532350_o.png)
Title: Re: Ongoing Statistics
Post by: Tan dSerrai on December 10, 2014, 05:31:19 PM
Thanks, Tom!      :)
Title: Re: Ongoing Statistics
Post by: Tom on December 11, 2014, 05:16:42 PM
Heatmap of battlefield deaths (mortal soldiers). Here you can see that number of battles doesn't equal large battles. I also call this the graves map, because it shows all soldiers ever killed in battle, so the darker it gets, the more graves you'll find in that area.

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpa1/t31.0-8/1498878_757668674326482_6999815876104411475_o.png)

Title: Re: Ongoing Statistics
Post by: Mookzen on December 11, 2014, 08:33:03 PM
I'm surprised to see such action in the south, good.
Title: Re: Ongoing Statistics
Post by: Andre on December 11, 2014, 11:15:59 PM
Wow, that black in the south is very near one of my characters, thats in his realm even i think, that must have been ages ago then i think... Dont belive there have been that many deaths there recently.

Title: Re: Ongoing Statistics
Post by: Valast on December 11, 2014, 11:51:54 PM
That is a cool map.  *get it...cool, HEAT map*

Title: Re: Ongoing Statistics
Post by: Roran Hawkins on December 11, 2014, 11:56:24 PM
How about a heatmap of publications?  :P  Who's the most literate of them all?!
Title: Re: Ongoing Statistics
Post by: Valast on December 12, 2014, 02:21:16 AM
Good one Roran!  That would be cool.  Or even one that shows advanced tech.  Who is the most well defended or the most buildings.

One other thing... Those two maps above really speak about the culture I think.  So many deaths in the North yet so little land changing hands.  Other places too.  Maybe I am drunk... or maybe it is a sign that we are focusing on the battles and not the greed and glut of land?
Title: Re: Ongoing Statistics
Post by: Tom on December 12, 2014, 09:41:12 AM
Publications are a bit boring if you don't consider activity, which is a bit tricky to judge, but just going by publications by themselves, here you are:

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/1654346_757968204296529_995939499068705692_n.png?oh=9daebffa7b749a95be70692036ccb11d&oe=54FC3779&__gda__=1430238084_3b2e945cd369cb6d7b15e59b066051ff)
Title: Re: Ongoing Statistics
Post by: Andre on December 12, 2014, 01:55:18 PM
What about First One density? Is that possible?
Title: Re: Ongoing Statistics
Post by: Theronna on December 12, 2014, 03:58:55 PM
These are some really interesting maps. Somehow they miss the center of Ascalon on every.  ;D
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on December 12, 2014, 04:24:03 PM
These are some really interesting maps. Somehow they miss the center of Ascalon on every.  ;D

Exxcuuuuuuuuusee me!  ;D  Ascalon is THE center of literature! And of sleepiness.
Title: Re: Ongoing Statistics
Post by: De-Legro on December 13, 2014, 12:26:04 AM
Publications are a bit boring if you don't consider activity, which is a bit tricky to judge, but just going by publications by themselves, here you are:

(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/1654346_757968204296529_995939499068705692_n.png?oh=9daebffa7b749a95be70692036ccb11d&oe=54FC3779&__gda__=1430238084_3b2e945cd369cb6d7b15e59b066051ff)

I assume this reflects publications shared as well as written? Many of my regions are covered, yet I have never written a single publication.
Title: Re: Ongoing Statistics
Post by: Tom on December 13, 2014, 11:21:13 AM
I assume this reflects publications shared as well as written? Many of my regions are covered, yet I have never written a single publication.

This reflects publications published. There is no location of publications written, as the game only stores who wrote a piece, but not where he was at that time.
Title: Re: Ongoing Statistics
Post by: Tom on December 14, 2014, 09:04:45 PM
And one more heatmap. This is a more refined character locations map. Instead of just showing current location, it also shows recent locations and weighed by duration of stay. This gives a much softer and more accurate image of character presence.
 
 This also foreshadows an upcoming feature of the game. I could only make this picture because the game stores where you've been and for how long to create a value I call "region familarity". It will soon be useful for battles and travel - if you know an area well, you can move faster and have a slight combat advantage (depending on region type - in mountains and forests, this is important, in grassland not so much).


(https://scontent-b-ams.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/s720x720/10846211_759299634163386_8834988128286071569_n.png?oh=a8bb25bafa1da53808b9a4bc18cd4e05&oe=550EA653)
Title: Re: Ongoing Statistics
Post by: Tom on December 27, 2014, 03:37:09 PM
The link below goes to a time-lapse video showing all the major realms of the game over the entire history of the game. Watch your favorite realms rise and fall and splinter and grow and fight in 40 seconds of pure data:

https://www.youtube.com/watch?v=lRggDInCOhI

Title: Re: Ongoing Statistics
Post by: Roran Hawkins on December 27, 2014, 04:45:31 PM
That looks awesome.
Title: Re: Ongoing Statistics
Post by: Mookzen on December 27, 2014, 04:47:37 PM
It's interesting how the big holdings start to flicker with captured regions during a war.
Title: Re: Ongoing Statistics
Post by: Tom on December 27, 2014, 06:41:22 PM
It's unfortunate that at several times during development, something happened that caused things to not be recorded properly and that's why the whole map flickers here and there. But I'm not going through 1200 frames one-by-one to find the bad ones and then fix them by hand.
Title: Re: Ongoing Statistics
Post by: Valast on December 28, 2014, 04:14:02 AM
Looks great!  Over time those flickers will be meaningless.
Title: Re: Ongoing Statistics
Post by: Andrew on December 29, 2014, 07:29:52 PM
So it's been a few months I think since I posted one of these charts up, so I figured, why not?

I've also taken the liberty of breaking out the Grand Fate's constituents, so you can see how the individual realms of the Republic look against other realms.
Title: Re: Ongoing Statistics
Post by: Andre on December 29, 2014, 07:55:15 PM
Ryne really does need more nobles, as the initial idea was after all to have more nobles than estates so there would be more competition, it has kind of failed, i hope more nobles join soon.
Title: Re: Ongoing Statistics
Post by: Andrew on December 29, 2014, 08:01:20 PM
Want more nobles? Put up more knight offers.

I've gotten like 3 new players just recently.
Title: Re: Ongoing Statistics
Post by: Tom on December 29, 2014, 09:43:57 PM
Want more nobles? Put up more knight offers.

I've gotten like 3 new players just recently.

This is so true. I recently put up a couple knight offers and it took less than 2 days to fill all of them.
Title: Re: Ongoing Statistics
Post by: Andre on December 29, 2014, 09:55:31 PM
Yeah they do seem to go pretty fast, i put up 3 before leaving with one of my characters, and in just about 2 weeks all 3 had joined and got an estate from me each.
Title: Re: Ongoing Statistics
Post by: De-Legro on December 29, 2014, 11:36:37 PM
Want more nobles? Put up more knight offers.

I've gotten like 3 new players just recently.

That is only half our issue. Ryne attracted a player that is not that interested in the original experiment and expands constantly his families little empire. Hopefully the ill feelings towards the characters will boil over into real conflict eventually, though we may have left it too long, I think he now controls more land then the rest of Ryne combined.
Title: Re: Ongoing Statistics
Post by: Andrew on December 29, 2014, 11:45:22 PM
That is only half our issue. Ryne attracted a player that is not that interested in the original experiment and expands constantly his families little empire. Hopefully the ill feelings towards the characters will boil over into real conflict eventually, though we may have left it too long, I think he now controls more land then the rest of Ryne combined.

The Duchy of Dairy? I'm familiar. I have a character in Ryne. And it's a few more regions than half that Dairy controls. Creena could just declare that no family shall hold more than X estates, and deal with the consequences.

Last I checked, didn't Ryne have some connections in Elysium though? Of course, there's a couple rogues running down around the southern border of Ryne (or somewhere past that) that, if someone could contact them, could be convicned or bribed into some selective targetting.

That's of course assuming that the Dukedom of Dairy doesn't read the forums and take this as his opportunity to go bug out.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on December 30, 2014, 01:31:49 AM
The Duchy of Dairy? I'm familiar. I have a character in Ryne. And it's a few more regions than half that Dairy controls. Creena could just declare that no family shall hold more than X estates, and deal with the consequences.

Last I checked, didn't Ryne have some connections in Elysium though? Of course, there's a couple rogues running down around the southern border of Ryne (or somewhere past that) that, if someone could contact them, could be convicned or bribed into some selective targetting.

That's of course assuming that the Dukedom of Dairy doesn't read the forums and take this as his opportunity to go bug out.


He did annex the County of Vanailion though, which was de jure property of Ascalon's King. Sadly everyone in the county was zZz so it didn't turn into a real scandal.
Title: Re: Ongoing Statistics
Post by: Andrew on December 30, 2014, 01:38:34 AM

He did annex the County of Vanailion though, which was de jure property of Ascalon's King. Sadly everyone in the county was zZz so it didn't turn into a real scandal.

According to the immutable laws of CK2 and EU, a de jure cassus belli would not expire (if memory serves).
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on December 30, 2014, 01:53:41 AM
According to the immutable laws of CK2 and EU, a de jure cassus belli would not expire (if memory serves).


Ofcourse, but that's a long way off, and I have peasant rebellions to take care of first  ::)  In any case, he didn't openly declare war on me either, so it's against everything Thomas of Aquino said about justified warfare!  ;D
Title: Re: Ongoing Statistics
Post by: De-Legro on December 30, 2014, 11:00:19 AM

Last I checked, didn't Ryne have some connections in Elysium though?

The Queen of Ryne has a public relationship with Orion, one of the Kings of the two Kings of Elysium. He is the beligerent aggressive one so at first I questioned her taste in men, but then of the two Kings he not only commands more troops and vassals, but also is also far more
likely to be convinced to march to war.

The Duchy of Dairy? I'm familiar. I have a character in Ryne. And it's a few more regions than half that Dairy controls. Creena could just declare that no family shall hold more than X estates, and deal with the consequences.

When such things were brought to his attention his solution was just to create new characters with different family names.


He did annex the County of Vanailion though, which was de jure property of Ascalon's King. Sadly everyone in the county was zZz so it didn't turn into a real scandal.

He is also taking slumbering lands from EI which didn't end too well for Ryne last time it was attempted. Not sure if EI is in a place to do much about it. What annoys me OOC is that while taking slumbering lands from EI he is in direct competition with a few new players that joined EI and were attempting to carve out their own little place in the world. From what I see his answer was to move several hundred troops to the area and take from them any region they had managed to secure with their megre forces of a few score light infantry.
Title: Re: Ongoing Statistics
Post by: Andre on December 30, 2014, 12:20:09 PM
According to the immutable laws of CK2 and EU, a de jure cassus belli would not expire (if memory serves).



In CK2 regions that have been in one realm for 100 years at a time, no idea if it can be like 50 years, lose region and then 50 years as it has like never happened to me that i lose a region for more than 5 years :P, but anyways, if it has been a part of the realm for 100 years it becomes de jure that realm, so that would mean that the other realm loses the de jure casus belli, it lasts only as long as you control a realm that has regions de jure your realm outside of it. Though a bit hard to do in Might and Fealty, i mean who will count that now 100 years has gone by, we would need mechanics for this, and it would have to be much less time proly, like 5 years or 10 years.
Title: Re: Ongoing Statistics
Post by: Theronna on January 12, 2015, 08:18:54 AM
In Medieval total war, Britannica campaign the 'De jure' regions are regions which have high culture rating of one of the cultures competing over Britannia. It plays like religion in the vanilla version of Medieval total war except there is a lot more of these cultures than different religions.

If you go play Welsh and say go finally slay the English and conquer London. You will face severe resistance from the people in a form of public unrest. That is because Welsh troops and members of the noble family spread Welsh culture and London is almost 100% English culture. The people HATE you. So you have to assign as many troops as possible there to get over with the culture change gracefully without having to exterminate the settlements population too many times to stop riots, rebels, sabotage etc.
Lower the tax rates to crawl if you can afford it, it raises the public order and makes the people adopt the Welsh culture faster. As there will be more Welsh people.  It might also help if you station a general with more 'Dreadful' - reputation than 'Chivalrous' - reputation as the governor of the settlement. People are less likely to revolt. Always better if the general knows what he is doing and has no traits that make him a poor economist or that has habits that add to the public unrest.


However, if the English were wanting to reclaim London, it would be easier for them than for the Welsh to conquer it in the first place as the English conquerors would have the favor of the people. They won't revolt against the English if the English culture is still over 50% there and no other culture is higher than that.
Title: Re: Ongoing Statistics
Post by: De-Legro on January 13, 2015, 01:28:13 AM
In Medieval total war, Britannica campaign the 'De jure' regions are regions which have high culture rating of one of the cultures competing over Britannia. It plays like religion in the vanilla version of Medieval total war except there is a lot more of these cultures than different religions.

If you go play Welsh and say go finally slay the English and conquer London. You will face severe resistance from the people in a form of public unrest. That is because Welsh troops and members of the noble family spread Welsh culture and London is almost 100% English culture. The people HATE you. So you have to assign as many troops as possible there to get over with the culture change gracefully without having to exterminate the settlements population too many times to stop riots, rebels, sabotage etc.
Lower the tax rates to crawl if you can afford it, it raises the public order and makes the people adopt the Welsh culture faster. As there will be more Welsh people.  It might also help if you station a general with more 'Dreadful' - reputation than 'Chivalrous' - reputation as the governor of the settlement. People are less likely to revolt. Always better if the general knows what he is doing and has no traits that make him a poor economist or that has habits that add to the public unrest.


However, if the English were wanting to reclaim London, it would be easier for them than for the Welsh to conquer it in the first place as the English conquerors would have the favor of the people. They won't revolt against the English if the English culture is still over 50% there and no other culture is higher than that.


That actually sounds far more like De facto claims, based upon the reality of the situation. De jure is the "lawful" ruler, that is someone that can make a claim supported by law, not the populace.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on January 13, 2015, 03:05:58 PM
Exactly. If de jure you have perfect claims to London your de facto rulership may still be made difficult by angry locals.
Title: Re: Ongoing Statistics
Post by: Tom on January 22, 2015, 11:21:12 AM
The funny effects of resource availability on trade:

More food => more trade.
Less food => more trade.

(https://scontent-b-ams.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10911307_785223558237660_1618738341724632347_o.png)
Title: Re: Ongoing Statistics
Post by: Andrew on January 31, 2015, 09:37:33 PM
Realized it's been just over a month and figured I wasn't doing anything too interesting, so here you go. More compiled numbers for your viewing pleasure.

Interesting things to note:
The world's realm populations have dropped by 183,612 people, attributable to recent shifts in food production.
There are now 137 more regions controlled by players since the last census on December 30th.
The Grand Fate has as many nobles as the first and third largest realms, Erstes Imperium and Ascalon respectively, combined.

The Top 10 Report:
Erstes Imperium, Grand Fate, Ascalon, and the Stoned Lands maintain their top 4 slots, in that order.
Hawks has slipped from 5th to 9th.
Ryne moved up from 6th to 5th.
Valinor and North Spear have moved up from 10th and 11th to to 6th and 7th, respectively.
Beal's Song fell from 7th to 8th.
Elysium fell from 8th to 10th.
Skloddings fell from 9th to 11th.

Just Some Numbers:
Total "Realms": 33 (down 2)
Estates Counted: 1166 (up 137)
Number of Commoners: 953,110 (down 183,612)
Total land covered: 1,309 square leagues (up 140.19)
First Ones: 989 (up 9)
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on February 01, 2015, 02:01:58 AM
I need... MOAR NOBLEZZZ :P
Title: Re: Ongoing Statistics
Post by: Valast on February 01, 2015, 06:07:37 PM
Would like to see that same chart with number of players shown.   Sure the old stoned man is high... In nobles but how many players?   I do not even know how many players are in valinor.   Would be an interesting stat.
Title: Re: Ongoing Statistics
Post by: Andrew on February 06, 2015, 03:44:25 PM
Not so much a statistics thing, but any chance we could get another character map like you made a couple times in the alpha? Where it should family relations, leige/vassal relations, social (liaison, engagement, married) relations, and such?

I don't know if it included it, but could it also show rulers ruling other rulers?
Title: Re: Ongoing Statistics
Post by: Tom on February 06, 2015, 08:25:43 PM
I can make such maps, but it's always a bit of work to make it work nicely and all, and right now time is an issue.
Title: Re: Ongoing Statistics
Post by: Tom on March 11, 2015, 01:17:37 PM
It's obvious that thralls are a success, as this graph of the global thrall population shows. More than 500 people have already been enslaved, and the trend continues upwards. Is this a good thing? Well, in a computer game it is, because it adds more conflict and roleplaying potential.

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/s480x480/10403348_813522048741144_4787461934939769871_n.png?oh=eadee4dd44d017270340574c0bed189c&oe=556FE4F0&__gda__=1434727342_d6ecbc7b28b8dee42bc56b8801dbab12)
Title: Re: Ongoing Statistics
Post by: De-Legro on March 11, 2015, 02:08:22 PM
It's obvious that thralls are a success, as this graph of the global thrall population shows. More than 500 people have already been enslaved, and the trend continues upwards. Is this a good thing? Well, in a computer game it is, because it adds more conflict and roleplaying potential.


Yes, I have already seen several bandits looting for thralls. I think perhaps bandits need a new looting mechanics that doesn't allow them to send resource back to the players settlements so easily.
Title: Re: Ongoing Statistics
Post by: Tom on March 11, 2015, 02:35:17 PM
I'm having thoughts about this, and am thinking that maybe it should not be a secret where the stuff is sent to...
Title: Re: Ongoing Statistics
Post by: Foxglove on March 11, 2015, 02:54:38 PM
That would just make people choose to send plunder to any random settlement. What bandits get out of looting isn't in significant enough quantities for people to care much about sending it back to their own settlements if it identifies the player behind the bandit.
Title: Re: Ongoing Statistics
Post by: Valast on March 11, 2015, 03:03:31 PM
Someone who would normally send it to their settlement would then just send it to someone they are at odds with.

Would it work to limit the range that a bandit can send the loot?  I am thinking within 50 miles or there about.  Perhaps this topic is better over in the bandits feedback.
Title: Re: Ongoing Statistics
Post by: Tom on March 11, 2015, 05:07:01 PM
False flag operations are fully intentional to be possible with this.

And don't forget that I recently removed the "just testing, so let's keep it calm" modifier, so looting is now twice as effective as it used to be.
Title: Re: Ongoing Statistics
Post by: cenrae on March 13, 2015, 08:25:17 PM
Yeah my bandit just looted 46 thralls.  That's a good hit to a village.
Title: Re: Ongoing Statistics
Post by: Tom on March 13, 2015, 08:35:13 PM
Excellent. Yes, I'm waiting for the first big thrall raids. I think people will soon realize that thralls will make your settlement bigger at the same food cost, which brings all kinds of advantages.
Title: Re: Ongoing Statistics
Post by: De-Legro on March 13, 2015, 11:53:50 PM
Excellent. Yes, I'm waiting for the first big thrall raids. I think people will soon realize that thralls will make your settlement bigger at the same food cost, which brings all kinds of advantages.

Yes I am experimenting with this, to me it looks like it works best when your settlement is low on population, otherwise while you are trying to replace peasants with thralls, the thralls keep starving.
Title: Re: Ongoing Statistics
Post by: Tom on March 14, 2015, 09:47:22 AM
Yes I am experimenting with this, to me it looks like it works best when your settlement is low on population, otherwise while you are trying to replace peasants with thralls, the thralls keep starving.

Does the settlement have a surplus or deficit of food when you start? If it's already on low supply then yes. But if it's balanced, they should add.
Title: Re: Ongoing Statistics
Post by: Tom on March 19, 2015, 11:10:04 AM
News from the statistics department:

Slavery is a hit, more than 2000 thralls have been taken already.

And in other news, very soon the dead will outnumber the living, meaning more characters are deceased then currently active.
Title: Re: Ongoing Statistics
Post by: FARevolution on March 19, 2015, 11:46:45 AM
And in other news, very soon the dead will outnumber the living, meaning more characters are deceased then currently active.


The Remembrance of The Death sounds like a find name to name the day such thing happens.
Title: Re: Ongoing Statistics
Post by: Tom on March 28, 2015, 01:44:11 PM
3802 thralls as of right now. 0.26% of the world population. Tendency is still very much rising upwards, at the same speed as it has for days. Some people are really raiding for slaves. I have no idea where this will stop.
Title: Re: Ongoing Statistics
Post by: Tom on April 06, 2015, 08:16:18 PM
Slavery is now rising very slowly, so probably it will end up at around 5000 people. Very low:

(https://scontent-fra.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/11138596_830343733725642_4227235544883706788_n.png?oh=ab5472411f344059abc66bb0d5721b8a&oe=55ACDC1B)
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on April 06, 2015, 08:43:36 PM
Might have to do with the fact that a few people have turned their estates into thrall-kingdoms, and those are now filled to the brim. Additionally, the Rathgari raids in the South-East have encountered efficient defences and are being battered around, so their looting activities have been thwarted mostly.
Title: Re: Ongoing Statistics
Post by: De-Legro on April 06, 2015, 11:32:03 PM
Might have to do with the fact that a few people have turned their estates into thrall-kingdoms, and those are now filled to the brim. Additionally, the Rathgari raids in the South-East have encountered efficient defences and are being battered around, so their looting activities have been thwarted mostly.


Well that and when I tested Thralls by looting a settlement and sending thralls to the same settlement, basically replacing the population with thralls, they produced less food then the regular population.
Title: Re: Ongoing Statistics
Post by: Calpurnius on April 06, 2015, 11:40:16 PM
I've become dissatisfied with them, the small difference in food production versus consumption is not worth the loss of peasant population that contributes to producing supplies.
Is there a way to remove them from the settlement ?
Title: Re: Ongoing Statistics
Post by: De-Legro on April 06, 2015, 11:46:40 PM
I've become dissatisfied with them, the small difference in food production versus consumption is not worth the loss of peasant population that contributes to producing supplies.
Is there a way to remove them from the settlement ?


No, no there is not.
Title: Re: Ongoing Statistics
Post by: Tom on April 07, 2015, 09:13:49 AM
Is there a way to remove them from the settlement ?

Not at this time, but I plan to add options later.

If you absolutely need to get rid of them, sending your estate into starvation intentionally for a short time will reduce thrall population stronger than peasant population, and when you bring food supply back, peasant population will recover faster.
Title: Re: Ongoing Statistics
Post by: De-Legro on April 07, 2015, 09:52:39 AM
Not at this time, but I plan to add options later.

If you absolutely need to get rid of them, sending your estate into starvation intentionally for a short time will reduce thrall population stronger than peasant population, and when you bring food supply back, peasant population will recover faster.


So far with my test settlement, I have lost peasants but not a single thrall has died.
Title: Re: Ongoing Statistics
Post by: Tom on April 07, 2015, 11:42:59 PM
So far with my test settlement, I have lost peasants but not a single thrall has died.

If you have a low number of thralls, that might be the result of rounding artifacts.
Title: Re: Ongoing Statistics
Post by: De-Legro on April 07, 2015, 11:56:48 PM
If you have a low number of thralls, that might be the result of rounding artifacts.


Only 126 Thralls in a population of 1143. Once things in the settlement stablise I am going to start experimenting again and keep records of what is going on.
Title: Re: Ongoing Statistics
Post by: Tom on April 09, 2015, 12:40:39 AM
Only 126 Thralls in a population of 1143.

That isn't low. Rounding artifacts can come into play when you have 10 or 20 thralls (say the code determines that 3% of the thrall population should starve - that is 0.3 of 10, so it gets rounded down to zero, but if you have 1000 peasants, you will lose 30, so it would seem like peasants die more than thralls).
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on July 07, 2015, 10:41:34 AM
When will we see a new statistic? I'd like to see a new version of this tbh!
https://www.youtube.com/watch?v=lRggDInCOhI (https://www.youtube.com/watch?v=lRggDInCOhI)


Otherwise a thrall % population map so we can see which region has the most % of thralls and which realms have a lot/few of them.
Title: Re: Ongoing Statistics
Post by: Tom on July 07, 2015, 05:01:51 PM
I'm incredibly low on time right now, but I like the thrall % map, I'll probably do it just for my own enjoyment.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on August 15, 2015, 07:49:19 PM
Hmm, I just had an idea. How about about a heatmap displaying the amount of messages sent geographically? If you can make such a heatmap, that'd be an interesting way to find out howmuch communication is handled in-game, and thus, how active inter-player communication at different locations is.
Title: Re: Ongoing Statistics
Post by: Ratharing on August 15, 2015, 08:02:41 PM
That would be fantastic, really.
Title: Re: Ongoing Statistics
Post by: Tom on August 15, 2015, 10:04:02 PM
That is very hard to make. Messages don't have location information. So it would have to be based on the senders, but I only have their current location, not the location when they sent the message. So to be somewhat accurate, it would have to include only the recent past, but then it's not entirely truthful because many realms have phases of high and low activity.
Title: Re: Ongoing Statistics
Post by: Weaver on August 15, 2015, 10:13:09 PM
Maybe a heat map based on the settlements/subrealm owned by the sender, to the estates/subrealm of the receiver would work?
Title: Re: Ongoing Statistics
Post by: Stonedman on August 15, 2015, 11:00:31 PM
i'l like to see a troop / First one concentration map :)
Title: Re: Ongoing Statistics
Post by: De-Legro on August 16, 2015, 12:59:33 AM
i'l like to see a troop / First one concentration map :)

With the number of people who would abuse that OOC I don't think it is a good idea.
Title: Re: Ongoing Statistics
Post by: Tweeznax on August 16, 2015, 01:25:05 AM
With the number of people who would abuse that OOC I don't think it is a good idea.

Yes, this is definitely not the kind of info that needs to be made public. Half the realms on the map would suddenly swallow their neighbor!
Title: Re: Ongoing Statistics
Post by: WVH on September 30, 2015, 11:17:09 PM
It would be cool to see some of the older stats revisited to see a comparison.  It has been a long time sense we had any really neat stuff in here.
Title: Re: Ongoing Statistics
Post by: Tom on October 01, 2015, 09:23:59 AM
True. What are you looking for, specifically?
Title: Re: Ongoing Statistics
Post by: WVH on October 01, 2015, 05:23:52 PM
Specifically?  Nothing.  But reply 24 had a neat settlement size comparison, #34 had the housing bubble, now that auto deconstruct has moved in I wonder if a new construction phase has begun?, #38/#58 was awesome too...showing how many of what types of warriors are in the world.

Battle location or Battlefield deaths (mortal and/or noble) were neat maps also.  Although I would like to revisit the noble death idea (if it is even possible?  Does the game keep track of where a noble died?) by the end of October.  muwahahaaaa...cough cough...ha.
Title: Re: Ongoing Statistics
Post by: WVH on October 07, 2015, 05:21:41 PM
Would a distribution of character wealth (gold) heat map interest anyone else?
Title: Re: Ongoing Statistics
Post by: Tweeznax on October 07, 2015, 05:26:58 PM
That would be interesting. I'm guessing there are some characters out there swimming in gold.
Title: Re: Ongoing Statistics
Post by: WVH on October 08, 2015, 12:04:45 AM
Some of mine have a good bit, but there is no way to know how much is a lot.  I have paid out a good deal of it for captives, but no clue if it has spread farther.
Title: Re: Ongoing Statistics
Post by: Tom on October 08, 2015, 11:29:41 AM
Ok, some interesting numbers on wealth distribution:
Title: Re: Ongoing Statistics
Post by: Tom on October 11, 2015, 12:57:17 PM
A current map of slavery in the world:

(https://scontent-ams2-1.xx.fbcdn.net/hphotos-xla1/v/t1.0-9/p720x720/12105848_924672370959444_6027357670513190811_n.png?oh=43ef80ddc85c70003ba5ee8fb452d28b&oe=569B9FDA)

Title: Re: Ongoing Statistics
Post by: Tom on October 11, 2015, 12:58:16 PM
Two maps of warfare:

The red map shows battles and their intensity, i.e. number of participating soldiers. Clearly there are a few regions of the map with mass-graves and some that are more peaceful, mostly newly opened areas, which is also because this map contains data since the game started. That is why I made one more map, the black map showing the number of soldiers deaths in battle during years 6 and 7 (current year) only. This gives a better picture of recent activity, at least as far as warfare is concerned. By comparing them you can see where things have become more heated and where more calm.


(https://scontent-ams2-1.xx.fbcdn.net/hphotos-xap1/v/t1.0-9/s720x720/12140619_924672387626109_2865271049840309653_n.png?oh=32102af9feeba7fdf29cbabb6741152b&oe=5693BDC2)

(https://scontent-ams2-1.xx.fbcdn.net/hphotos-xtl1/v/t1.0-9/s720x720/12106715_924676134292401_1222604346155963577_n.png?oh=48f90867026542a459108a968fa6a6b7&oe=56929101)
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on October 11, 2015, 01:23:42 PM
The Ascalonian-Stonedman war is a black stain on recent history  ;D
Title: Re: Ongoing Statistics
Post by: FARevolution on October 11, 2015, 04:22:45 PM
Damn Valen, gotta say, nice slavery city you got there, makes me jealous tbh.
Title: Re: Ongoing Statistics
Post by: Stonedman on October 11, 2015, 06:18:56 PM
hehe love those battle maps.


shows the Northspear war really well and the Stonedland-Ascalon :)


surprised how much fighting has been going on in the south.
I have no slaved obviously lol.
Title: Re: Ongoing Statistics
Post by: WVH on October 11, 2015, 06:26:30 PM
Damn Valen, gotta say, nice slavery city you got there, makes me jealous tbh.

Thanks.  But it is all about to come crashing down.  Valinor is breaking up into at least 4 realms of Rathgar.  Once the tribute from those realms is stopped, she will tumble.  Not sure yet what the effect will be with thralls, but I assume they will starve quickly.

Arescod has already taken over first place in settlement size 7068 to Valenshallen's 6836 (1330 thralls excluded) according to the library.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on October 12, 2015, 12:00:43 AM
I admit, that eversince my character accused yours of slavery practices, my bandits have been sending their thralls to Valenshallen, the slave market of the North  ::)
Title: Re: Ongoing Statistics
Post by: Tom on October 12, 2015, 08:28:29 AM
Hm... quick idea:

* Add building "slave market"
* Add entourage type "thrall"
** available from slave market
** recruited from thralls, not peasants
** if disbanded, will always settle in your current location
Title: Re: Ongoing Statistics
Post by: Stonedman on October 12, 2015, 06:48:31 PM
I still struggle to get how you can maintain such huge settlements, i cant even really maintain my capital around 2k population without suffering elsewhere lol.
Title: Re: Ongoing Statistics
Post by: Tom on October 12, 2015, 07:13:25 PM
I still struggle to get how you can maintain such huge settlements, i cant even really maintain my capital around 2k population without suffering elsewhere lol.

That's strange. I have no trouble maintaining a 3k town with no issues from a very small realm. You need to be willing to keep settlements that provide food into the capital well below their "natural" population. I have two estates that would be above 1k on their own who both feed into the capital and are around 700-800 now. So I turned two towns into villages in order to raise my capital population.



Title: Re: Ongoing Statistics
Post by: Ratharing on October 12, 2015, 10:15:33 PM
That's strange. I have no trouble maintaining a 3k town with no issues from a very small realm. You need to be willing to keep settlements that provide food into the capital well below their "natural" population. I have two estates that would be above 1k on their own who both feed into the capital and are around 700-800 now. So I turned two towns into villages in order to raise my capital population.

Well, yours is a rather fertile land for a start. That said, how much food do they each send the capital?
Title: Re: Ongoing Statistics
Post by: Tweeznax on October 12, 2015, 11:51:29 PM
Hm... quick idea:

* Add building "slave market"
* Add entourage type "thrall"
** available from slave market
** recruited from thralls, not peasants
** if disbanded, will always settle in your current location


This or some other method of moving thralls would be VERY welcome, especially sense starving them down now often results in losing buildings. I have found thralls can be quite a nuisance, especially because it's the citizens you send off to die in wars. I had one settlement hit 70% thralls or so as a result of raising armies. The citizens regrow of course but a portion of their spots get taken by thralls.
Title: Re: Ongoing Statistics
Post by: De-Legro on October 13, 2015, 01:58:53 AM
I still struggle to get how you can maintain such huge settlements, i cant even really maintain my capital around 2k population without suffering elsewhere lol.


Of course you suffer elsewhere. Hawks Hold is almost 7k. The population loss from feeding it enough to get to that size likely is more in the 8-9k bracket considering we are taking food out of fertile regions thus reducing their total food production. That is the cost you pay to have a large city.
Title: Re: Ongoing Statistics
Post by: WVH on October 13, 2015, 04:35:58 PM
I admit, that eversince my character accused yours of slavery practices, my bandits have been sending their thralls to Valenshallen, the slave market of the North  ::)

ROFL, love it.  send them all up here!

I still struggle to get how you can maintain such huge settlements, i cant even really maintain my capital around 2k population without suffering elsewhere lol.

All of Valinor has suffered from growing Valenshallen, but my own settlements took the brunt of it.  Sometimes reducing from 1000+ population down to a couple hundred so that food could supply the town.  Having multiple places to train higher quality is better tactics...but you do not get to be the largest slave town that way. 

I will say there is not much incentive to make a large town.  Troop training is nice, was able to train 96 at a time for a while.  Down to 82 at a time now.
Title: Re: Ongoing Statistics
Post by: WVH on October 13, 2015, 04:58:09 PM
Hm... quick idea:

* Add building "slave market"
* Add entourage type "thrall"
** available from slave market
** recruited from thralls, not peasants
** if disbanded, will always settle in your current location

Maybe the entourage type could be slaver or auctioneer?  Have it work like camp followers, each able to transport/control a number of Thralls.  You choose how many up to the max number you want them to transport.

This allows us to use them without having to feed them.  Transporting a ton of them around and having to feed them will make it a very seldom used feature.  Thrall warfare will become a problem by starving a settlement while walking around.
Title: Re: Ongoing Statistics
Post by: Tom on October 13, 2015, 10:12:58 PM
I will say there is not much incentive to make a large town.

That's because nobody has yet dispatched a regiment of heavy cavalry. By my tests and estimates, it would slaughter almost everything in its path.
Title: Re: Ongoing Statistics
Post by: Dorian on October 13, 2015, 10:58:32 PM
Regular players can't test the effects of troops very precisely due to the poor feedback of the battle report. That is why nobody is bothering to experiment much with troops because no one knows whether the heavy cavalry is worth it. And of course, there is too little war in the game in general so the chance to make vague testing is low.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on October 13, 2015, 11:32:53 PM
That's because nobody has yet dispatched a regiment of heavy cavalry. By my tests and estimates, it would slaughter almost everything in its path.
I have a unit of roughly 100 heavy cavalry (broadsword-plate-horse) with an average experience of 70-90, and they, in large battles, have shown to get 1-4 kills each against a heavy infantry force. I did lose 170/250 heavy cavalry there though, as they were the only experienced troops I had on the field and were the last to rout (aka, we won, at the cost of our veteran units).


Since achieving the population requirement for warhorses is so ridiculously high and far out of reach, I can't comment on that.
Title: Re: Ongoing Statistics
Post by: WVH on October 13, 2015, 11:37:22 PM
That's because nobody has yet dispatched a regiment of heavy cavalry. By my tests and estimates, it would slaughter almost everything in its path.

Is there much difference between chain/horse and plate/warhorse?  Both are considered heavy cavalry.

To be honest it is too expensive to field warhorses for any battle that is not dire.  It is all I can do to hand them out to vassals anymore.  Watching the vassals go to blight, or the warhorses die in battle makes me cringe.

It takes a game year (3 rl months) in a 6500ish peasant population settlement to gain 22 warhorses.  Then training time for the warriors.  Then making sure they have plate instead of other armors (because you do not get that horse back if the rider dies...maybe future camp followers who stick around after a battle could gather lost equipment?).

The cost is so much that I do not put a warhorse under a warrior with less than 40exp anymore.  Instead, at 25-30 exp I will train a leather clad warrior into chain or plate & horse.  At 30-35 train scale to chain or plate & horse. 40+ can be trained into plate & warhorse.

My hope is that when I do field that regiment of heavy cavalry warhorses, having them all at 40 - 100+ exp will make them hold up in battle better.

Sadly you can hire a mercenary unit that has heavy armor and warhorses for much cheaper than training your own only because of the amount of time it takes to make them.

Anyway, yes it would be interesting to see what all the heavy cavalry in Valinor could do in a battle.  But I sure am not willing to test it out lol.

p.s. I am attempting the same exp/armor promotion system to train a battalion of blades...sword/heavy/short sword and aggressive archers... Longbow/heavy/short sword each with 25+ exp.

Still not sure what having a full army of experienced warriors will do.
Title: Re: Ongoing Statistics
Post by: WVH on October 13, 2015, 11:44:19 PM
I have a unit of roughly 100 heavy cavalry (broadsword-plate-horse) with an average experience of 70-90, and they, in large battles, have shown to get 1-4 kills each against a heavy infantry force. I did lose 170/250 heavy cavalry there though, as they were the only experienced troops I had on the field and were the last to rout (aka, we won, at the cost of our veteran units).


Since achieving the population requirement for warhorses is so ridiculously high and far out of reach, I can't comment on that.

I noticed in year two or three that having a small force (5 to 10) of highly experienced (100+) warriors resulted in them not running away.  The dumbass's stuck around until it was only Me, them and the enemy noble.  The enemy noble of course slaughtered them.  I won the battle but the cost was not worth it.

Which is what made me wonder if an entire unit would do well.  But sounds like from your efforts, it is still very costly because high experience troops don't run!

I disagree that this is how it should be.  Instead, the unit should have knowledge on how to retreat without loosing equipment and also to retreat at a unit still inflicting damage on the enemy.

Basically with experience I expect my warriors to tactically retreat instead of being routed.
Title: Re: Ongoing Statistics
Post by: Stonedman on October 14, 2015, 12:04:38 AM
yeah, i noticed that warriors with 100+ exp seem to have a higher rate of dying that the much more common 0-20 exp warrior. Maybe it is because they don't retreat. I'd agree that i would like to see those warriors "knowing" when to retreat to fight another day, rather than just fight to the bitter end.


I lost a LOT of very experienced troops in recent wars, i only have a handful of troops left at 100+ experience.
I think maybe time to start training them on slumbered nobles again, i see that going on and I think i need to get back to doing that, i quit a couple of game years ago, but now most of them died... maybe lol.


And i do think that heavy horse are very powerful, i certainly seem to have noticed that fighting Ascalon, their cavalry certainly appeared to have performed very well. Thats why i am converting my plate troops to cavalry now :p (very slowly hehe)
Title: Re: Ongoing Statistics
Post by: Tom on October 14, 2015, 12:44:06 AM
Is there much difference between chain/horse and plate/warhorse?

Yes, there's a considerable difference.

One thing that a lot of people do wrong, however, is to train heavy troops fresh. The game mechanics are a bit difficult to explain without giving them away outright (they are actually fairly straightforward).
Basically, there is a cap on how much experience will yield you. Especially with a rebalance that will go live soon, you will find that a veteran spearman and an expert spearman, for example, don't make so much of a difference. But an elite heavy cavalry can go much beyond a fresh heavy cavalry.

Exactly because they are so expensive to make, you should not recruit them fresh, you should re-train highly experienced troops to this high-end equipment.

Title: Re: Ongoing Statistics
Post by: WVH on October 14, 2015, 01:45:18 AM
Exactly because they are so expensive to make, you should not recruit them fresh, you should re-train highly experienced troops to this high-end equipment.

It only took me a few thousand warriors, but that is what I am doing now.  It makes sense from an RP leadership perspective.  You cull the weak and reward the strong.

But are the experienced any less human?  Will they not get just as fearful for their life in a battle gone wrong?  So they should still run when it is time to run, and not stick around to die?  Or do you have another realistic thought on that situation?
Title: Re: Ongoing Statistics
Post by: Tweeznax on October 14, 2015, 01:49:19 AM
Veteran soldiers are less likely to run when ordered not to because of discipline, and less likely to run from difficult situations period, but they should be just as likely to flee from IMPOSSIBLE situations. Perhaps they should simply recover morale faster after such situations.
Title: Re: Ongoing Statistics
Post by: Tom on October 14, 2015, 08:07:11 AM
Experience makes them retreat later.

I agree that there should be something like a strategic retreat. But to code that, I need an interactive element, because it should be a player decision if he wants to retreat when the going gets tough, or fight till the last man.
Title: Re: Ongoing Statistics
Post by: Tom on October 30, 2015, 01:54:03 PM
The most popular weapons in the game:

count |    name   
-------+------------
 44139 | halberd
 27570 | spear
 22976 | longbow
 12074 | axe
 10095 | broadsword
  9829 | crossbow
  9180 | sword
  2390 | shortbow
  2195 | mace


The most popular armors:

count |      name     
-------+----------------
 74434 | leather armour
 29882 | chainmail
 16984 | scale armour
 13116 | cloth armour
  3309 | plate armour


and the most popular items:

count |    name     
-------+-------------
 96695 | shield
 11769 | short sword
  9820 | horse
  5469 | javelin
   299 | war horse


out of a total of 146403 soldiers currently active in the game.

Title: Re: Ongoing Statistics
Post by: Ratharing on October 30, 2015, 02:04:59 PM
Remembering that pikes are halberds...
Title: Re: Ongoing Statistics
Post by: Tom on October 30, 2015, 02:40:30 PM
Remembering that pikes are halberds...

yeah, fixed that now. Internally they are still called pikes.
Title: Re: Ongoing Statistics
Post by: Andrew on October 30, 2015, 03:52:41 PM
Tom, how many estates are there that players can use? I'm curious about average militia counts per estate.
Title: Re: Ongoing Statistics
Post by: Tweeznax on October 30, 2015, 03:57:38 PM
Looks like cavalry are the rare elite, with warhorses being almost nonexistent, comprising just 1/5th of 1% of the soldier population!
Title: Re: Ongoing Statistics
Post by: WVH on October 30, 2015, 05:06:34 PM
Experience makes them retreat later.

I agree that there should be something like a strategic retreat. But to code that, I need an interactive element, because it should be a player decision if he wants to retreat when the going gets tough, or fight till the last man.

While I understand that thought... we do not get to force our armies to fight to the last man right now.  Once they break and run, they take losses and loose equipment while fleeing.  BUT if you have an experienced army they will know how to keep up with their equipment and how to hide and how to avoid pursuing enemy troops on their own based on experience.  That is an individual aspect of each soldier, not a tactic of the character.  It is just a thought on how to make experienced troops more important.
Title: Re: Ongoing Statistics
Post by: WVH on October 30, 2015, 05:26:31 PM
The most popular weapons in the game:

Thank you for this.  It helps eliminate irrational fear about things (I hope).

A couple of surprises to me are the number of broadswords!  Having more of those than actual swords is interesting.

Another is that scale armor is only just above cloth.  I would have thought that by now leather would have reduced in number replaced by scale.  It makes me wonder how many people have inexperienced chain mail soldiers.

Javelin I would have thought to be just behind shields.  Although I have only just started training them again myself.

IMO everyone should be striving to replace leather militia with scale.

Mace/scale/javelin crossbow/scale/shield being two great militia soldiers.

Longbow/scale/shortsword Sword/scale/shield for infantry.

Then only putting heavy armor on or horses under the soldiers that achieve 'X' experience.

All in all I think our armies are very inexperienced and many people are still ignoring it.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on October 30, 2015, 05:51:03 PM
Scale simply takes away from mail depots for heavy infantry in my opinion.
Title: Re: Ongoing Statistics
Post by: Lexi on October 30, 2015, 06:07:32 PM
Scale simply takes away from mail depots for heavy infantry in my opinion.

Depends on how you feel about it. A few scale armored rather than one chainmail isn't bad when you have scale infantry in numbers. But putting anything above leather on archers is a waste of resources in my opinion.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on October 30, 2015, 06:56:20 PM
Depends on how you feel about it. A few scale armored rather than one chainmail isn't bad when you have scale infantry in numbers. But putting anything above leather on archers is a waste of resources in my opinion.


In my opinion the difference lies in the fact that while 100% scale would be rather interesting, having the option to use 66% leather and 33% mail is equally decent, especially since your veteran troops would be better protected and so fresh recruits can soak up casualties your heavies would otherwise endure.
Title: Re: Ongoing Statistics
Post by: WVH on October 30, 2015, 07:57:39 PM
Depends on how you feel about it. A few scale armored rather than one chainmail isn't bad when you have scale infantry in numbers. But putting anything above leather on archers is a waste of resources in my opinion.

Ahhhh that is assuming you will leave them as archers forever.

Abundance dictates what armor level you start with.  That is why leather has so many in the game.  Then you get to a choice of chain OR scale.  If you choose chain, you have inexperienced heavy infantry, if you choose scale you have better armored medium infantry.

So if you get to that choice, you can reduce leather training and move it to scale.  That means you have more troops survive battles and those troops gain more experience.  Then you can retrain those into a heavy armor and or horse.

You have reduced training time for that soldier because of their experience and the soldier will have an advantage over a 0 experience heavy warrior.

Take that a step farther and retrain some VERY experienced chain soldiers into plate and if you are lucky, warhorses.

Richard Van Valen has a personal guard of 50 Plate/Warhorse warriors (with varying weapons) each with experience ranging between 50 and 150.  He has a smaller force of plate/short swords with 40-70 experience.  He trains leather into scale at exp 25 or higher, scale into chain/plate (depending on how much is available) at 40+ and puts anyone above 30 exp on a horse if he has them.

Putting scale on archers helps them to gain experience.  Then because they try to stay out of harms way, you end up with MORE experienced warriors.  Heh now take those archers and put them on a horse!

I started doing it this way because of role play.  How could a mighty leader of spears in the North say he wants his nobles to crave battle and honor the strong...then not do the same thing with his own army.  So a few 0 exp heavy make it through if that needs to be done to fill up the training que but the ones with EXP get first crack at the heavy armor or horses.

Of course I have not yet tested that army in battle.  So it could be garbage and I could be venting in a few weeks about how experience on soldiers is worthless.  But that will just show how attached I have become to MY army.  An army that I have put effort into rather than just training a bunch of fodder.

Another silly thing I have done is to give warriors with names that start with V preference.  *shrug* call it vanity or culture or what ever you like.  Just something fun to do to make a connection.





Title: Re: Ongoing Statistics
Post by: Tom on October 30, 2015, 09:16:01 PM
The chain/scale and broadsword/sword also surprised me, but I think a lot of people don't see the resupply aspect and think that if you have it, let's take the best.
Title: Re: Ongoing Statistics
Post by: De-Legro on October 30, 2015, 10:38:58 PM
The chain/scale and broadsword/sword also surprised me, but I think a lot of people don't see the resupply aspect and think that if you have it, let's take the best.

That is actually part of my reason for not using much scale. In an army that has experience chainmail troops, scale troops just eat up the limited resupply, so you end up with medium infantry with no armour. Leather is abundant making it far easier to resupply large forces of medium infantry.
Title: Re: Ongoing Statistics
Post by: Tweeznax on October 30, 2015, 10:50:29 PM
The broadsword is only marginally more expensive in term of work-hours, last I checked. I always skip sword for that reason.
Title: Re: Ongoing Statistics
Post by: WVH on October 31, 2015, 01:37:59 AM
The broadsword is only marginally more expensive in term of work-hours, last I checked. I always skip sword for that reason.

But have you tried to resupply them?  Yikes!  Takes for ever
Title: Re: Ongoing Statistics
Post by: De-Legro on October 31, 2015, 05:09:17 AM
But have you tried to resupply them?  Yikes!  Takes for ever

It's not much better for swords.
Title: Re: Ongoing Statistics
Post by: Tom on November 01, 2015, 10:29:10 PM
One more data point:

At the moment, there are 157 estates in the game that are held by slumbering lords. So there is still space to expand a bit.

However, I am also contemplating opening additional land, as we have seen a surge of new players recently. I want to wait a little if they stay first.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on November 19, 2015, 12:50:26 AM
What is the world's total population, and how is this divided between the realms/regions?
Title: Re: Ongoing Statistics
Post by: Andrew on November 19, 2015, 04:32:53 AM
Oh, I've got a request for stats. Diversity scores of sovereign realms over time. Obfuscated if it might reveal too much.
Title: Re: Ongoing Statistics
Post by: WVH on November 19, 2015, 04:25:43 PM
Diversity of what?
Title: Re: Ongoing Statistics
Post by: Andrew on November 19, 2015, 05:30:41 PM
A realm scoring system that was implemented shortly after game launch. It eventually lead to the corruption system we have today, if I recall correctly. The diversity score rates a realm based on how many players it has, and something else I think that I can't recall at the moment. Land? Characters? Vassals? *shrug*

A snapshot would also work, if a timeline isn't a good idea. I'm just curious.
Title: Re: Ongoing Statistics
Post by: WVH on November 19, 2015, 07:47:09 PM
I think that would be an interesting map.  I have always been curious how many players came into the game in different areas.

Of course sovereign realms change over time also, not sure how that would effect the calculations.  Sovereign realms join others then come out again.  Or like Valinor where after a while we made the other realms equal to it and then all joined Rathgar at the same level.  Not sure where the cut off would be.
Title: Re: Ongoing Statistics
Post by: Tom on November 19, 2015, 07:49:10 PM
I track all statistics by realm, so I can track one realm through time with all its changes.
Title: Re: Ongoing Statistics
Post by: Tom on November 20, 2015, 10:23:40 PM
how much battles there are statistic:

(https://scontent-frt3-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/12274396_941119222648092_8946173342951467944_n.png?oh=bc2f8a724c7c91a9c5470171096a204d&oe=56F3657A)
Title: Re: Ongoing Statistics
Post by: Stonedman on November 23, 2015, 12:20:38 PM
wonder how many of those battles are people "training" soldiers hehe
Title: Re: Ongoing Statistics
Post by: De-Legro on November 23, 2015, 12:33:59 PM
wonder how many of those battles are people "training" soldiers hehe


All battles are people training soldiers, just some are more efficient then others
Title: Re: Ongoing Statistics
Post by: Tom on November 24, 2015, 12:07:49 PM
I don't mind training battles. There is always the potential that something goes horribly wrong and it all escalates...
(I would just love it if bandits would join those "training" battles on the designated-to-be-losing side and fuck everything up, for example.)
Title: Re: Ongoing Statistics
Post by: De-Legro on November 24, 2015, 12:30:54 PM
I don't mind training battles. There is always the potential that something goes horribly wrong and it all escalates...
(I would just love it if bandits would join those "training" battles on the designated-to-be-losing side and fuck everything up, for example.)


My bandit does that every time he see's someone attacking slumbering nobles.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on November 24, 2015, 12:32:15 PM
What is the world's total population, and how is this divided between the realms/regions?
Title: Re: Ongoing Statistics
Post by: Tom on November 24, 2015, 03:40:18 PM
What is the world's total population, and how is this divided between the realms/regions?

About 1.4 million at the moment.

Splitting it up by region or realm is a little tricky. I now the population of all souvereign realms, of course, but a population map would certainly be more interesting. But I think I posted that before. It should be more interesting than that.
Title: Re: Ongoing Statistics
Post by: Andrew on November 24, 2015, 03:41:43 PM
Speaking of maps, Tom, when's a good time to get the map data?
Title: Re: Ongoing Statistics
Post by: Tom on November 24, 2015, 10:42:31 PM
Speaking of maps, Tom, when's a good time to get the map data?

Soon. Can you remind me which details by mail - everything on the forum is very fleeting for me.
Title: Re: Ongoing Statistics
Post by: Tom on December 11, 2015, 11:27:32 AM
Desipite the upheaval it caused, the recent bugfix to militia productivity had exactly the effect that it was always designed to have, just wish this had happened months ago, when it should have worked. Look at this - more mobile troops, less militia, but no general disarmament. People go and fight wars!

(https://scontent-bru2-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/12316368_951307188295962_2176323586171934483_n.png?oh=8e44757e81dc00bf9be8432adab452a9&oe=5715527C)
Title: Re: Ongoing Statistics
Post by: Stonedman on December 12, 2015, 10:46:18 AM
I think that once the double nerf of less productive militia and the economic security fix was corrected the effects were not as devastating, i think only 3-4 of my settlements "crashed" the rest just took a week or two to stabilize at a lower level.
Title: Re: Ongoing Statistics
Post by: Dorian on January 15, 2016, 03:35:29 PM
What is the current active number of players?
Title: Re: Ongoing Statistics
Post by: Tom on January 16, 2016, 08:46:01 AM
After reaching a high point of just over 500, it is now back down to 382. There was a large number of people joining in the last months of 2015, and unsurprisingly not everyone decided to continue playing so they are now going into slumber. It's too early to say if in total much remains from that boost or not.
Title: Re: Ongoing Statistics
Post by: Dorian on January 16, 2016, 08:49:56 AM
Perhaps it would be crucial to statistically know how many of those that mass-joined in the last quarter of 2015 is slumbered and how many actively play in order to determine the retention rate, which I feel is still too low. But that is a subjective opinion based only on areas I have characters in.
Title: Re: Ongoing Statistics
Post by: Tom on January 18, 2016, 09:26:25 AM
Yes, retention rate is low. I tell myself that is normal in games with trial accounts. That is what trials are for.
Title: Re: Ongoing Statistics
Post by: Stonedman on January 18, 2016, 06:56:57 PM
I think that the retention rate lowers due to the "slow pace" of the game over all.
People might log on thinking this is another tribal wars game or similar, but then not like the "peace time" lack of action, unless they have some sort of vision of what they are building up to then sometimes hard to warrant an "investment" in a game, i.e paid subscription.


Maybe boosting the free/trial account up to 10 chars might keep more people playing longer, and in the long run the ammount of paying subscribers, as the longer you play, inevitably the more characters you want to either play in more realms, or as bigger part of a realm, or fight a war etc etc


But M&F will always be a slower more in-depth game rather than an arcade type get in and kill stuff type.
Title: Re: Ongoing Statistics
Post by: Arx on January 18, 2016, 06:59:22 PM
I think that the retention rate lowers due to the "slow pace" of the game over all.

Almost certainly. I go through a lot of vassals who join, complete the initial set of tasks I have for them and then fizzle out because it's a few days or a week before there's another interesting thing to do.
Title: Re: Ongoing Statistics
Post by: De-Legro on January 18, 2016, 10:15:46 PM
Yes, retention rate is low. I tell myself that is normal in games with trial accounts. That is what trials are for.

Certainly a factor. Free and trial accounts on MMO's have similar results.
Title: Re: Ongoing Statistics
Post by: Tom on January 19, 2016, 10:01:37 PM
Maybe boosting the free/trial account up to 10 chars might keep more people playing longer, and in the long run the ammount of paying subscribers, as the longer you play, inevitably the more characters you want to either play in more realms, or as bigger part of a realm, or fight a war etc etc

If I had some numbers to estimate what the effect of such a change would be. If it would make a big enough difference, I would consider it. Probably not 10, but certainly 5 or 6.
Title: Re: Ongoing Statistics
Post by: Insanegame27 on January 22, 2016, 05:28:40 AM
If I had some numbers to estimate what the effect of such a change would be. If it would make a big enough difference, I would consider it. Probably not 10, but certainly 5 or 6.
If you did that you could also up the number of chars for all subscription levels. Some people may not actually abuse it that much because of corruption.
Title: Re: Ongoing Statistics
Post by: Ratharing on January 22, 2016, 05:49:07 AM
Personally I would rather the number of characters per player was diminished, not increased. Specially characters in the same realm, or in the proximity of other characters from the same player.
Title: Re: Ongoing Statistics
Post by: Stonedman on January 22, 2016, 08:37:18 PM
more characters would be very handy.



Title: Re: Ongoing Statistics
Post by: Grayford on January 22, 2016, 09:26:47 PM
I believe the character limits are fine as they are. We shouldn't increase the amount of characters per player hoping that will increase player retention. If anything that will just create more slumbered characters and more of the game being dominated by a few active players with larger amounts of characters. I've also noticed the more characters a player has makes them tend to not have enough time to play them all. Some characters don't interact as much as they could and turn into "zombie" characters (of course this isn't true for every player and I could be wrong, just my experience).

I do agree that retention could be effected by the slow pace and the cycles of less activity in certain situations/areas/realms. Perhaps we should focus our efforts on coming up with features players can do on their own while they wait on other players. Of course this is tricky because we don't want that to be a core part of the game because it discourages interaction and devoting resources to developing that could  be seen as a waste when compared to other features.

However, I have two suggestions that aren't new features that I think could help:

Let knight offers be accompanied by a custom message. To my knowledge, all knights are introduced by a generic, system-generated message from their new lord. Allow those who set up knight offers the ability to write their own message when they accept (not just the one advertising the offer). This way they can make that player feel more welcome specifically and maybe outline some tasks for them to do before the liege player can log on and respond.

Second, create a link to the M&F IRC channel on the front page/character page. I know people have mixed feelings about IRC but hear me out. Players seek out multiplayer games to talk and interact with other players. Having the option to log on to the chat channel buys time for interaction to happen in game. While new players are waiting around for responses and things to do in game, they can get to know other players elsewhere in the game and build connections. At the very least it gives them something to do while they wait.
Title: Re: Ongoing Statistics
Post by: Dorian on January 22, 2016, 09:49:54 PM
My opinion is that for trial accounts the number of allowed characters is fine. For payed accounts I think it is too overblown. I think that limiting the allowed number of characters in the most expensive mode shouldn't be more than 10 characters. Considering that day has 24 hours I don't see how anyone would be able to actively play more than 10 characters. Too overblown restriction on this only creates drone characters and allows more established cliques of players to be even more powerful. The number of characters should be 4, 6, 8 and 10, while those paying more should have some other benefits to make their money worth. Being able to play 50 characters is a bad reason for someone to invest in the game, I think. It would be much cooler to offer some sort of other incentives, such as a bigger allowed number of unique items, or similar.


Reducing the character limit would probably halve the map in two, but we'd have a much more vibrant and interesting game world, increasing the retention. Quality over quantity and day of the week.
Title: Re: Ongoing Statistics
Post by: WVH on January 22, 2016, 11:29:33 PM
BUT this comes from the idea that players want their own slice of the pie.  EVERYONE who first starts out in the game seems to want their own realm right out of the gate.  They do not want to serve under a liege and work their way up.  They want their realm and armies and they want them right away.

Of course not everyone does.  But most DO.  That is not this game.  This game was intended to have underlings who fight among themselves to become top dog and most loyal and earn the trust of the liege so they will get more from them.

So that to me is the question on the table...

Do you want more players and divide the world into smaller slices of pie so everyone can have their own...

Or do you want to build a depth to the game so that layers stack on each other from internal politics to external wars relations families...and on.

*shrug* not my game.  But I was sold into paying to play this game because of its chance for depth... not so I can rule a realm all to my self.  There are other games out there where you can do that.  This one is supposed to be different.

If you could not tell from that... my personal opinion is not try and control things through character population controls... and instead put things into the game that help support depth and intrigue.  Sorry if you don't have a couple bucks to pay and get more out of it.  I have given out credits before, maybe you should ask.



Title: Re: Ongoing Statistics
Post by: Dorian on January 22, 2016, 11:36:26 PM
Of course the focus of the game should be layers, layers and layers. Being on top is nice, but being on top alone in a PvP game is quite sad. I think that the current number of playable characters encourages single player game style.
Title: Re: Ongoing Statistics
Post by: LGMAlpha on January 23, 2016, 01:53:40 AM
BUT this comes from the idea that players want their own slice of the pie.  EVERYONE who first starts out in the game seems to want their own realm right out of the gate.  They do not want to serve under a liege and work their way up.  They want their realm and armies and they want them right away.



I haven't seen this so much. The issue I keep having, is on the rare occasion that my knight offers are accepted, I don't really have anything for them to do. I have a much larger chunk of land than I want to deal with because I can't find anyone to take it. Strangely enough, my character in Mercia has had much better luck with knight offers than my characters in EI.


To the rest of your post, I agree with you. So far, I don't like the combat part of the game. That isn't because of anything wrong with it, but because I'm not playing this as a war game. I could play any number of better war simulations. I play this for the character interactions and potential for meaningful politics. I view combat as an extension of that. I've been entirely unsuccessful in being able to set up a meaningful hierarchy, due in part to a lack of active players.
Title: Re: Ongoing Statistics
Post by: Ratharing on January 23, 2016, 03:15:40 AM
BUT this comes from the idea that players want their own slice of the pie.  EVERYONE who first starts out in the game seems to want their own realm right out of the gate.  They do not want to serve under a liege and work their way up.  They want their realm and armies and they want them right away.

Of course not everyone does.  But most DO.  That is not this game.  This game was intended to have underlings who fight among themselves to become top dog and most loyal and earn the trust of the liege so they will get more from them.

So that to me is the question on the table...

Do you want more players and divide the world into smaller slices of pie so everyone can have their own...

Or do you want to build a depth to the game so that layers stack on each other from internal politics to external wars relations families...and on.

*shrug* not my game.  But I was sold into paying to play this game because of its chance for depth... not so I can rule a realm all to my self.  There are other games out there where you can do that.  This one is supposed to be different.

If you could not tell from that... my personal opinion is not try and control things through character population controls... and instead put things into the game that help support depth and intrigue.  Sorry if you don't have a couple bucks to pay and get more out of it.  I have given out credits before, maybe you should ask.

Out of my main 3 characters one (which you know better) is fiercely independent and does not accept offers of fealty, another is completely devout to his liege and seeks to serve as best as possible (emphasis in serve), while the last one is a top-of-the-chain ruler who tries to delegate as much as possible but still engaging in politics.

From what I have seen regarding your family over 90% of your characters are dedicated to your Rathgar emperor, while you've had a few couple of others elsewhere as vassals of others. That makes me think you do want your own slice of cake as well, your own realm and your own armies, and will dedicate most of your resources towards that goal.

My point? That if we the players that have several characters are not willing to be vassals ourselves then how can we preach that new players should be, and that they should not do what we do?

Some people just want to serve, from what I have seen they tend not to be overly engaged and their retention rate is low, but most people want to make their own thing: to have the means to create their own culture, religion or story. Those tend to stick if they find firstly a place to implement their ideas, and secondly people to interact with and actually make a story. If you demand that they play your own game while you do what they want to do then your retention rates will naturally suck.

My recommendation is to play in several styles, and not expect others to act in ways you won't yourself.
Title: Re: Ongoing Statistics
Post by: Stonedman on January 23, 2016, 09:10:39 AM
My opinion is that for trial accounts the number of allowed characters is fine. For payed accounts I think it is too overblown. I think that limiting the allowed number of characters in the most expensive mode shouldn't be more than 10 characters. Considering that day has 24 hours I don't see how anyone would be able to actively play more than 10 characters. Too overblown restriction on this only creates drone characters and allows more established cliques of players to be even more powerful. The number of characters should be 4, 6, 8 and 10, while those paying more should have some other benefits to make their money worth. Being able to play 50 characters is a bad reason for someone to invest in the game, I think. It would be much cooler to offer some sort of other incentives, such as a bigger allowed number of unique items, or similar.


Reducing the character limit would probably halve the map in two, but we'd have a much more vibrant and interesting game world, increasing the retention. Quality over quantity and day of the week.


Reduce the number of Characters to 10, and i'm sorry but thats me done with M&F.
I'm not going to pay just to have 10 chars, at that level the game just doesn't offer enough. (everyone is different in what they want i know)
I cannot manage anything "meaningful" with 10 chars (some know that i really dislike the hoarding of 5-6-7-8-9-10 estates on a single character)
There is already too much land that "needs" managing, even with the group of highly active players we currently have to control probably a big chunk of the land. Sorry, but it is this group of highly active players with 50 chars, running large realms (in some cases multiple realms) that actually are the backbone of the current M&F, imagine how much of the world would be inactive/slumbering without us......


It is the Large "paying" active players who introduce stability as opposed to the small/free account players who come and go as often as the sun rises and sets.


Although ALBSOLUTELY 100% we really really need more of the smaller players.... or well more "stable" players in general.
Title: Re: Ongoing Statistics
Post by: Arx on January 23, 2016, 10:16:30 AM
I must say, it is a bit difficult sometimes not to be bitter as a free player. My characters, all told, control nine estates. Total. Of those characters, two rule over sovereign realms. None of my characters are within a hundred miles of each other. Meanwhile, one of those realms is bordered by two realms each controlled almost exclusively by single players, with no real signs of ever bringing in other players.

It's like... I'm trying really hard to improve the game, bring in new players, and once they're brought in keep them interested, but I'm surrounded by people sitting on realms the size of mine with only one player involved. If you want to increase player count, they'll have to actually have something to do.
Title: Re: Ongoing Statistics
Post by: Dorian on January 23, 2016, 11:06:59 AM
I have a paid basic account which allows me to play 10 characers spread across three realms. I have all of them currently active but for a large amount of time I had free slots. Four of these are doing something consistencial, while others are there to support the four, not really trying to make a difference in their respective realm, and are waiting to emerge more interesting once the four above wither away or die. And these four are taking the majority of my free time to play this game. So, bottom line, I can't actively play more than four characters and the only reason I have a paid account is because of heraldry and ability to creat a sovereign realm. Reward for paying account should be explored in that way, not allowing extra unmanagable characters.


I can't understand why you need 50 character to be able to do something 'meaningful', unless you wanna run an Empire on your own. But then again, Total War series are probably a better choice in that scenario.
Title: Re: Ongoing Statistics
Post by: Stonedman on January 23, 2016, 11:50:04 AM
it depends what you want out of those characters or the game.


you want 1 or two characters working in 5 realms doing a little bit in each realm.


I like big families in a 2-3 realms, each family which is able to make a large contribution and meaningful military strength. To be able to defend both my land and those of allies at the same time. Something i could not to with just a handful of characters. sending 1 character in to a conflict makes little impact. being able to send 10 does.


Guarding 5-6 estates with 1 character is ineffective.
Guarding 1 estate with 1 character is effective.


As say, it all depends what you want from the game, what you want to achieve.



Title: Re: Ongoing Statistics
Post by: Dorian on January 23, 2016, 01:14:56 PM
I agree that everyone can play this game the way they want. I just feel the retention issues would be better if for example you don't need to send 10 of your characters to war, but instead send only 1 accompanied by 9 vassals. New players tend to quit the realm if they see only one family (one player) controlling everything in a realm.


On the other hand, I am wary of giving my own armies to other players. First reason is because I already got burned twice, which resulted in a loss of around 3000 troops to slumberblight or deleted characters. The second reason is that there exists no social contract so it is a jungle out there. From what I understood players that pay can have two or more accounts, but those on trial can also have more since there are no controls. Thus, everytime a new character arrives who shows obvious signs that he has played this game before I start thinking about how he could be someones spy and what not. I give him lands but I generally keep my troops to myself. This sort of environment without any rules agreed upon brings out paranoia and is another reason for bad retention. Because everyone is just sticking to themselves.
Title: Re: Ongoing Statistics
Post by: De-Legro on January 23, 2016, 01:58:22 PM
I agree that everyone can play this game the way they want. I just feel the retention issues would be better if for example you don't need to send 10 of your characters to war, but instead send only 1 accompanied by 9 vassals. New players tend to quit the realm if they see only one family (one player) controlling everything in a realm.


On the other hand, I am wary of giving my own armies to other players. First reason is because I already got burned twice, which resulted in a loss of around 3000 troops to slumberblight or deleted characters. The second reason is that there exists no social contract so it is a jungle out there. From what I understood players that pay can have two or more accounts, but those on trial can also have more since there are no controls. Thus, everytime a new character arrives who shows obvious signs that he has played this game before I start thinking about how he could be someones spy and what not. I give him lands but I generally keep my troops to myself. This sort of environment without any rules agreed upon brings out paranoia and is another reason for bad retention. Because everyone is just sticking to themselves.


You are entitled to one free account. That is a specific rule. You can have more then 1 paid account at this time, but that could always change.


I give away hundred of plate armoured troops to try and get knights. Few stay but I'm not going to stop. If you are spending your time playing a GAME being paranoid, why bother playing the game.
Title: Re: Ongoing Statistics
Post by: Dorian on January 23, 2016, 02:17:29 PM
Because a certain feeling of accomplishment is needed to successfully play a game and continue playing it. Giving someone troops to see them squandered by slumbering, deleting or defecting to the realms I am at war with doesn't make me feel like I accomplished anything.
Title: Re: Ongoing Statistics
Post by: De-Legro on January 23, 2016, 02:32:55 PM
Because a certain feeling of accomplishment is needed to successfully play a game and continue playing it. Giving someone troops to see them squandered by slumbering, deleting or defecting to the realms I am at war with doesn't make me feel like I accomplished anything.


Yes we have all been there. Yet if you don't attract players to the realm, what will your other accomplishments end up meaning?
Title: Re: Ongoing Statistics
Post by: Dorian on January 23, 2016, 03:11:30 PM
Currently, luckily I am not a ruler of a realm but only play a part in a bigger scheme where there is already an existing player base. I used to import several knights per week in the past, some of them still play, but nowadays I am not trying to improve the game that actively by constantly recruiting new knights, giving them lands and chances. I just play the game without that extra OOC effort on my part to make the game better. So I am comfortable with other people doing the hard work and trying to have a small percentage of players they knighted stick around. The sense of accomplishment is there as I am a part of a group with goals, desires and flaws. I don't give away my troops anymore just to see the hard work tossed away by someone deciding to delete his characters without a word or decency to even return the soldiers or have them garrisoned somewhere so that they don't go puff. If I do give them away, these will be much smaller sizes than in the past, so the risk of me getting disappointed is smaller as well.


With my other characters I am a minor feudal Lord. The feeling of accomplishment I get is to follow my liege.
Title: Re: Ongoing Statistics
Post by: Tom on January 23, 2016, 09:38:01 PM
I must say, it is a bit difficult sometimes not to be bitter as a free player. My characters, all told, control nine estates. Total. Of those characters, two rule over sovereign realms. None of my characters are within a hundred miles of each other. Meanwhile, one of those realms is bordered by two realms each controlled almost exclusively by single players, with no real signs of ever bringing in other players.

Find their other neighbours. Gang up on them one at a time with three realms that have players in time zones all across the world. No matter how dedicated, nobody can play a game 24h a day.
Title: Re: Ongoing Statistics
Post by: Tom on February 11, 2016, 09:38:53 AM
Where players are from:

Top Traffic Origins
Last Month

United States   1,094,419
Australia   342,759
Croatia   270,459
United Kingdom   182,154
Germany   132,690
Title: Re: Ongoing Statistics
Post by: Weaver on April 16, 2016, 02:21:31 PM
How many active players do we have right now?
Title: Re: Ongoing Statistics
Post by: Dorian on April 16, 2016, 08:20:25 PM
With the amount of confusion on how many accounts can people have my guess is 50 tops.
Title: Re: Ongoing Statistics
Post by: Tom on April 18, 2016, 08:56:40 AM
289 active user accounts today, with a slight downward trend (losing about 0.5 per day).
Title: Re: Ongoing Statistics
Post by: Dorian on April 18, 2016, 11:27:55 AM
Have you considered that many players don't know the rules on how many accounts they can have? I heard some people have three or more accounts. Unless you can filter the actual players and not just the number of accounts that data is a mere statistical entry that is not relevant.
Title: Re: Ongoing Statistics
Post by: Tom on April 25, 2016, 12:09:19 PM
Of course, some people have 2 or 3 accounts. But I don't think there will be many people having 50 accounts, so if we say it's about 200 users, that should be more or less right.
Title: Re: Ongoing Statistics
Post by: Stonedman on April 29, 2016, 12:31:23 AM
I was accused of having a thousand characters :p


i only have a single account :)
Title: Re: Ongoing Statistics
Post by: De-Legro on April 29, 2016, 02:19:12 AM
I was accused of having a thousand characters :p


i only have a single account :)


Among those that have multiple accounts, many run fewer characters then they could on a single ultimate account. Separate accounts just allows for easier organisation.
Title: Re: Ongoing Statistics
Post by: Stonedman on May 01, 2016, 01:50:12 PM
hmm yeah i guess it would make it easy to have 1 account per major faction you play or something.
Title: Re: Ongoing Statistics
Post by: Roran Hawkins on May 22, 2016, 04:20:28 PM
Which character is the greatest warrior and has fought the most battles, killed the most mortals/first ones or captured the most first ones? Living or dead characters?
Title: Re: Ongoing Statistics
Post by: WVH on May 23, 2016, 09:13:51 PM
Which character is the greatest warrior and has fought the most battles, killed the most mortals/first ones or captured the most first ones? Living or dead characters?

I like that.  Would be cool not just on individual character level but also realm level.  Who is the most murderous realm?
Title: Re: Ongoing Statistics
Post by: Andrew on September 02, 2016, 08:26:48 PM
Whoa, it's been a few months. Anyone got a statistic request?
Title: Re: Ongoing Statistics
Post by: Andrew on September 12, 2016, 01:46:16 PM
No? That's fine. I got you covered.

(http://i.imgur.com/nuKmz8F.png)

Surprisingly, even with the fluctuating player count and the slumbering estates that pop up when players leave and such, the number of soldiers hasn't actually changed a whole lot. Right after the active player count spiked last (cycle 2560~, about 8 months ago) there was a swift drop in militia that was presumably given to new players to go do things with--these stats are compiled every turn, so offers made and accepted same turn aren't seen--the relative military power present in Might & Fealty hasn't seen the kind of decline I'd expect with the recent near-leveling-off of the player numbers. While yes, there have several thousand militia lost around the begining of the month (approx cycle 3600), it seems that a lot of existing players are moving in to assume control of slumbered estates. This is documented pretty well as the bottom line there, tells me that there are roughly 13,000 recruits in training.

If anyone has any suggestions for what they'd like to see, let me know. Some things I can ask the game for itself, other things I'll have to figure out how to tell the game to make.
Title: Re: Ongoing Statistics
Post by: Weaver on September 12, 2016, 04:29:09 PM
Is there stats for which Noble killed the most mortals? Or battle glory? if not, maybe most popular weapon then.
Title: Re: Ongoing Statistics
Post by: Andrew on September 12, 2016, 05:10:17 PM
Things I could probably have the game drum up on request, those are. And things I've already been curious about so I'll probably make them running stats like this (which would be interesting, long run).

It's mostly just telling the game what you want it to generate.

This page is all the ones the game generates automatically, at present: https://github.com/tvogt/mightandfealty/blob/master/src/BM2/SiteBundle/Controller/GameController.php
Title: Re: Ongoing Statistics
Post by: Lann on September 12, 2016, 09:03:50 PM
Is there stats for which Noble killed the most mortals? Or battle glory? if not, maybe most popular weapon then.

We need those stats for sure.  Also, new recruits per month per faction.  We can make a competition of it on who can bring in new blood consistently!  ;D
Title: Re: Ongoing Statistics
Post by: Andrew on September 13, 2016, 10:36:59 AM
Hm... surprisingly, the game does not yet track recruits per realm, even though it does it for the entire game. Adding a way to track soldier/militia deaths & retiring may also be interesting things to look into.
Title: Re: Ongoing Statistics
Post by: WVH on September 22, 2016, 05:05:29 PM
I am curious... how the armies of the world look these days?  I remember we were looking at those numbers for a while towards the end of the first rl year (or there about).  What is the military might of the world in each of the warrior types?
Title: Re: Ongoing Statistics
Post by: Insanegame27 on September 22, 2016, 10:12:32 PM
Slightly different statistic request: Number of spam messages deleted from the forums, number of spambots blocked, number of spam accounts blocked.


Spam seems to be increasing lately
Title: Re: Ongoing Statistics
Post by: Tom on September 23, 2016, 06:58:50 AM
Slightly different statistic request: Number of spam messages deleted from the forums, number of spambots blocked, number of spam accounts blocked.


Spam seems to be increasing lately

If anyone knows their home address, please post. If anyone lives nearby that address, post the $ amount you want for killing them slowly and painfully.
Title: Re: Ongoing Statistics
Post by: Daleborn on September 23, 2016, 12:13:37 PM
If anyone knows their home address, please post. If anyone lives nearby that address, post the $ amount you want for killing them slowly and painfully.
Mwhahahahahaha! Let me think... $10?
Title: Re: Ongoing Statistics
Post by: Insanegame27 on September 23, 2016, 02:00:36 PM
I'll do it for -$10. As in, you tell me, I'll pay you
Title: Re: Ongoing Statistics
Post by: Tom on September 23, 2016, 02:10:38 PM
If you do it cheaply, you're not a pro and it won't be slow and painful enough for what they deserve.
Title: Re: Ongoing Statistics
Post by: Foxglove on September 23, 2016, 06:44:52 PM
Slightly different statistic request: Number of spam messages deleted from the forums

Well, I deleted 30 pages of spam in the early hours of the morning today (yes, that's 30 pages). Last I saw before I called it a night there were about 50 pages of spam remaining. Thankfully, the cavalry arrived in the form of Tom who dealt with the situation.
Title: Re: Ongoing Statistics
Post by: Daleborn on September 24, 2016, 12:27:12 PM
If you do it cheaply, you're not a pro and it won't be slow and painful enough for what they deserve.
Nononono, got it wrong. Ima sadist. A little moola is a nice side bonus to their screams.